The Prince of Deception You have made a pact with Fraz-Urb'luu, Prince of Deception and the Final Arbiter of Unreality. Truth lives not in the world, but in the beliefs people hold about it, and you have been endowed with the skill and will to mold those beliefs to your whim. To kill a person is a simple thing, trivial even, and yet to reshape the person's mind, to invert their values and imprint your dreams upon their soul... such is the domain of true art. Did you seek the aid of the master of Hollow's Heart because you found your own talents of duplicity insufficient to the tasks to which you had set them, or perhaps because you had achieved mastery over your own domain and wished to reach beyond the bounds of mortal abilities? The answer is irrelevant, as the past is as much yours to sculpt as is the present, and all the world lies open before you. Expanded Spell List 1st-level Prince of Deception feature The Prince of Deception lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Prince of Deception Spells Spell Level Spells 1st disguise self, silent image 2nd disfigure, lay bare 3rd eye of veiling, sink into earth 4th deceptive demise, panickfog 5th incubate fears, modify memory Affected Innocence 1st-level Prince of Deception feature Whenever you cast a spell, you may choose for the spell's effect to appear to originate from a source other than yourself. This apparent source may be either a friendly creature that is proficient in Deception or Performance, or from an illusory or summoned creature under your control. The first spell attack you make in this way each turn is made at advantage. Phantasmal Assault 1st-level Prince of Deception feature While you are concentrating on an a spell that produces an illusion, you may use a bonus action to make a melee spell attack roll through it against a creature within 5 feet of it, dealing 1d8 psychic damage per level of the illusion spell on a hit. You must use your own senses. A creature that discerns the nature of the illusion with an Intelligence (Investigation) check becomes immune to this damage. Exchange Roles 6th-level Prince of Deception feature You can spend one minute to shuffle the appearances of yourself and your allies, causing each of up to six friendly Small or Medium creatures within 30 feet of you to take on the illusory appearance of another affected creature. A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised. Once you use this ability, you can't do so again until you finish a short or long rest. Flawless Illusion 10th-level Prince of Deception feature Whenever a creature makes an Intelligence (Investigation) check to discern the nature of an illusion you control, you may have it make its check against your Passive Deception, rather than against your spell save DC. Subtlety 14th-level Prince of Deception feature When you cast an illusion spell, you may cast it without any verbal or somatic components.
Deceptive Demise 4th-level illusion Casting Time: 1 reaction, which you take when you take damage Range: self (30 ft.) Components: V, M (A flower stolen from a grave) Duration: 1 round You feign being wounded more grievously than you actually are, teleporting up to 30 feet to a location you can see, and may immediately attempt to Hide if you are at least partially obscured. A corpse-like duplicate of your body crumples to the ground in the space you vacated, which dissolves into mist at the end of your next turn, or if it takes any damage. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you additionally become Invisible until the end of your following turn, or until you make an attack. Disfigure 2nd-level necromancy Casting Time: 1 action Range: touch Components: S, M (a coin worth 1 gp that has been melted, warped, and gouged on one of its faces, which the spell consumes) Duration: instantaneous Your palm flares with black fire and you reach to grab a creature's flesh. Make a melee spell attack. On a hit, the target takes 14 (4d6) necrotic damage and must make a Constitution saving throw. On a failed save, the creature takes an additional 9 (2d8) slashing damage as a handprint of its skin peels away, leaving a terrible scar. The scarred creature suffers disadvantage on Charisma (Persuasion) checks until cured by Lesser Restoration or similar magic. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the necrotic damage increases by 1d6 for each slot level above 2nd. Eye of Veiling 2nd-level illusion Casting Time: 1 action Range: 60 feet Components: S, M (a pin that has pierced an eye) Duration: 1 minute You distort the vision of a creature in range, obscuring yourself from it. The target must make an Intelligence saving throw. On a failed save, you become Invisible to the creature for the next minute. An affected creature repeats this saving throw at the end of each of its turns, ending the effect on a success. Incubate Fears 5th-level illusion Casting Time: 1 action Range: touch Components: V, S Duration: 1 minute You draw forth and congeal the fears of a Frightened or Unconscious creature within 5 feet, pulling forth 3 Living Nightmares that last for a minute in unoccupied spaces you can see within 10 feet of the target. Lay Bare 2nd-level enchantment Casting Time: 1 action Range: 60 ft. Components: V, S, M (a preserved nerve) Duration: 1 round, concentration You amplify the fears of a creature you can see within range to expose its weaknesses. The taget must succeed on a Wisdom saving throw or be Frightened until the end of your next turn. While Frightened in this way, the creature has disadvantage on Constitution saving throws. Panickfog 4th-level conjuration Casting Time: 1 action Range: 120 ft. Components: V, S, M (a drop of fear-sweat) Duration: 1 minute, concentration A dense, psychically charged fog descends in a 20 foot radius centered on a point you can see within 120 feet, lightly obscuring the area for the spell's duration with frightening apparitions and distorted sounds. A creature hostile to you that starts its turn in the fog, or enters it for the first time on a turn, must succeed on a Wisdom saving throw or be Frightened of you until the end of its next turn. A creature that fails this save by 5 or more and cannot see you must use all of its remaining movement to move in a random direction. Sink into Earth 3rd-level illusion Casting Time: 1 action Range: 30 ft. Components: V, M (a glass lens that has fallen 20 feet or more without breaking) Duration: 1 minute, concentration You assail the senses of a creature you can see within range, making it feel as though the earth has ceased to support them and they are falling into it. The creature must succeed on a Intelligence saving throw or fall prone and be Blinded for the next minute. When the target stands from prone, the effect ends and the creature takes 4d10 psychic damage, feeling as though its spirit has smashed into its body after a long fall. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the target must repeat this saving throw whenever it attempts to stand, taking 2d10 psychic damage and failing to stand on a failed save.
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