Grifter | Feat | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Grifter

Charlatan

You’ve never stopped running games or selling snake-oil, attaining a mastery of the subtle art of the con and leaving marks ever more confused, impoverished, and surprised. You gain the following benefits:  

  • Increase your Charisma by 1, to a maximum of 20.
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  • When making a Charisma (Deception) check, you can choose to make the roll with advantage. Once you use this feature, you must finish a short or long rest before you can use it again.
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  • Whenever you succeed on a Charisma (Deception) check against a creature within 5 feet of you, you may use your reaction to Swindle or Befuddle that creature.   Befuddle. Until the end of its next turn, the creature can’t take reactions. At the start of its next turn, its confused behaviour is determined by rolling 1d10.
    1: The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action.
    2–6: The creature doesn’t move or take actions.
    7–8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing instead.
    9–10: The creature can act and move normally.   Swindle. You steal one item no heavier than 20 pounds that the creature was holding or carrying.


Created by

Cooledcross.

Statblock Type

Feat

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