Champion of Deception

There is a traveler who wanders the roads and paths, slaying mighty beasts with overwhelming physical power. This warrior has killed one of every foul beast under the sun, rarely resorting to his weapons, preferring to use his bare hands and techniques to fight these supernatural abominations. He is known as the King of Lies, slayer of dragons, champion of the world forgotten, but he rarely acknowledges or shows any signs of caring for those titles. For him, the thrill of the fight is enough. You have learned of this heroic warrior, and have sought his mentorship. The warrior is eager to have sparring partners and will take almost any under his wing, more than willing to teach them some of his own tricks and skills.

Teachings of the Deceitful Fighter When you choose this archetype at 3rd level, you gain proficiency in charisma(deception) checks and improvised weapons.

Deceptive Movement Your mentor has taught you to lie with your every step, never letting the enemy know whether the next step will be forwards, backward, or onto their face. Also at 3rd level, whenever you would be hit by an attack, you may use your reaction to make a charisma(deception) check. If the total rolled is higher than the attack roll, the attack misses. You can only use this feature a number of times equal to your charisma modifier (minimum of one), and regain all expended uses after a long rest. In addition, you add your charisma modifier (max of 2) to your AC.

Deceptive Strike Your mentor has taught you to lie with every swing of the blade, confusing and frustrating your enemies with sudden jerks and tilts. At 7th level, once per turn, when you make an attack roll you can also roll charisma(deception) check contested by the enemies wisdom(insight) check. If your check is higher, the attack has advantage.

Deceptive- Okay Just Flip Them To your mild confusion, your mentor has taught just the right way to grapple your opponents. He calls this act a "Suplex", a word otherwise never used and you're fairly certain he just made up. Regardless, it is an effective strategy that, at 10th level, you master. When you make a grapple check against a creature, you may make a charisma(deception) check in place of a strength(athletics). Grapple checks made in this way are performed at advantage. While grappling a creature, you may perform a special attack on your turn- the legendary Suplex. Grab their waste, block their leg, and move your hips under theirs, and throw. The creature moves up to 30 feet behind you, and if it hits an object or other creature it takes a number of d6s equal to your strength modifier (if it hits a creature, both creatures take half the damage). The creature is knocked prone by this throw, regardless of if they hit something. At 15th level, this damage is magical.

Poison Strike Your mentor has taught you to turn your lies to poison, terrible and biting. At 15th level, you can switch the damage type of any attack you make to poison damage. This damage bypasses poison resistance and immunity. In addition, you have immunity to poison damage.