Faker A stoic halfling stands at the entrance of the cave, growls of the brutes chasing him growing louder by the second. The halfling waves his hand, creating sword after sword suspended in air. The monsters fall one by one as he lets loose a torrent of blades, whizzing past his ears. The elven mercenary lunges forward at the heavily armed knight, her shield held stalwart in front of her. The knight's hammer meets her shield at every swing, forcing the knight to attack her ally instead. Yet again, the knight's efforts are for naught, as she projects her shield in front of the strike, giving her ally time to strike the finishing blow. A hulking goliath looks over his pristine greatsword, now glistening with the blood of his master. He steps forward and looks back down, his master wielding the very same blade, but worn. Imperfect. The goliath brings his sword down in one fell swoop, proving himself once and for all. No matter their approach, fakers all attempt to wrest victory from their foes using rudimentary magic and their own tools against them. Being a faker means you have a willingness to do what is necessary, even if you don't always have what it takes on your own. Heroes of Justice A faker often times begins their adventures later in life, as they are often untrained in even the most basics of combat or travel. They could be peasants, small time merchants, or big eyed nobles who want to see change brought about in the world but aren't sure how. Often times this call to action can spring forth from witnessing a tragedy unfold and being powerless to stop it, or as a gambit for revenge against a far more dangerous adversary. Novice Mages It's no secret that the magic a faker employs is amateur at best and elementary at worst. Fixing, strengthening, and copying basic items is often looked down upon in the magic community as common chorework, but for a faker, it's the first step in their journey to finally be taken seriously. This kind of magic is often passed down from magical parents or community leaders that want to teach younglings to give back to others. Infinite Swords The most noteworthy aspect of fakers is their ability to keep bringing out new and unexpected weapons for every scenario, surprising even the most capable of warriors. Many seasoned veterans have lost their lives underestimating the true grit of a faker. Whereas most adventurers dedicate their lives and training to mastering one weapon or fighting style, a faker has to make due with dedicating themselves to use any and all of them. Creating a Faker Consider what brought your character from the midst of mediocrity to taking the first step towards something bigger than themselves. Did they witness the destruction of their village amidst a war they could do nothing to stop? Were they pushed into the corner one too many times by their archrival since childhood? Also think of the origin of their magical knowledge. Did they seek out whatever tomes they could find on magecraft, or was it passed down to them from some idol in their life. Perhaps they found the magic so simple they learned it all from basic observation. Whatever the case may be, this magical connection will lay the groundwork for every trial to come.

The Faker Level Proficiency Bonus Features Mana Points Maximum Replica Rarity 1st +2 Reinforcement Magic, Projection 3 Uncommon 2nd +2 Forged Memories, Sacred Treasure 4 Uncommon 3rd +2 Faker's Specialty 5 Uncommon 4th +2 Ability Score Improvement 6 Uncommon 5th +3 Extra Attack, Heart of the Underdog 7 Rare 6th +3 Improved Projection, Faker's Specialty Feature 8 Rare 7th +3 Faker's Gambit, Eye for Forgery 9 Rare 8th +3 Ability Score Improvement 10 Rare 9th +4 Adaptability 11 Rare 10th +4 Surpass the Original 12 Rare 11th +4 Faker's Specialty Feature 14 Very Rare 12th +4 Ability Score Improvement 16 Very Rare 13th +5 Vault of Knowledge 18 Very Rare 14th +5 Last Stardust 20 Very Rare 15th +5 Walk Into Hell 22 Very Rare 16th +5 Ability Score Improvement 24 Very Rare 17th +6 Faker's Specialty Feature 26 Legendary 18th +6 Unlimited Blade Works 28 Legendary 19th +6 Ability Score Improvement 29 Legendary 20th +6 Heroic Spirit 30 Legendary Quick Build You can make a faker quickly by following these suggestions. First, Dexterity or Strength should be your highest ability score, followed by Constitution. Second, choose the Folk Hero background. Class Features As a faker, you gain the following class features. Hit Points Hit Dice: 1d8 per faker level

1d8 per faker level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per faker level after 1st Proficiencies Armor: None

None Weapons: Improvised weapons, Simple weapons, Shortswords

Improvised weapons, Simple weapons, Shortswords Tools: Two types of artisan's tools Saving Throws: Dexterity, Constitution

Dexterity, Constitution Skills: Choose three from Acrobatics, Arcana, Deception, History, Insight, Investigation, Medicine, Perception, and Survival

Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a shortbow and a quiver of 20 arrows or (b) a shortsword or (c) any simple weapon

(a) a dungeoneer’s pack or (b) an explorer's pack

one type of artisan’s tools

a healer's kit Multiclassing Faker Requires: Strength or Dexterity 13, Constitution 13

Strength or Dexterity 13, Constitution 13 Proficiencies Gained: Simple weapons, One skill of your choice, and one set of artisan’s tools Reinforcement Magic At 1st level, your small amount of study into the art of Reinforcement magic gives you the ability to strengthen and enhance tools, weapons and armor, as well as rudimentary knowledge on how to draw on your mana to do so.

Mana Points You gain Mana Points, which are used to fuel your various Faker abilities. Your Faker level determines the number of points you have, as shown by the Mana Points column in the Faker table. You regain all spent Mana Points after a long rest, and half as many on a short rest. Reinforce Item As an action on your turn, you can spend 1 Mana Point to do one of the following effects: •If you are holding a non-magical weapon, you can give yourself a +1 to attack and damage rolls with that weapon for 1 minute. Additionally, improvised weapons deal an additional 1d4 damage. •If you are wearing non-magical armor, you can give yourself +1 AC while wearing that armor for 1 minute. •If you are using a non-magical tool, you can give yourself +5 on ability checks involving that tool for 1 minute. Cantrips As part of your reinforcement magic training, you know the Mending cantrip. Projection At 1st level, your initial step into Projection magic grants you the power to give your mana physical form. As an action on your turn, you can spend 1 Mana Point and study one weapon, armor, or tool you can see. Add this item and all of its stats and abilities to a Traced Items list on your character sheet. Additionally, as a reaction when you are hit by a weapon attack or land a weapon attack on a foe, you can Trace the weapon that hit you or the armor you landed an attack on, respectively. Add that item, its stats, and abilities to your Traced items list. As a bonus action on your turn, you can spend 1 Mana Point to project a Replica (from your Traced Items list) weapon or tool that materializes in your hand, or fitted on your body in the case of armor. Armor and shields projected by this ability are limited to light and medium class. You can only project magical items up to your maximum Replica Rarity a number of times equal to your Constitution modifier (min. 1) per long rest. You can use the Replica as if it was the original item. While you are using a Replica, you are considered proficient in it. You can have up to a maximum of two Replicas at a time, and projecting a third Replica destroys the first Replica you had projected. You can destroy any Replica you are currently projecting as a free action. A Replica is destroyed if someone other than you attempts to use it. Non-magical Replicas last until they are destroyed in one of these ways, while magical Replicas last for 1 hour. Forged Memories At 2nd level, you remember certain magical items you've come across in your life. Choose an uncommon rarity or lower magical weapon or armor from the Dungeon Master's Guide. Add that item to your traced items list. At 5th level, you can add a rare or lower magical weapon or armor to your list. At 11th level, you can add a very rare or lower magical weapon or armor to your list. Finally, you learn the Identify spell and can cast it as a ritual once per day without using material components. Sacred Treasure At 2nd level, a legendary weapon has called out to you in some way. Choose a weapon from the Weapons table of the Player's Handbook. You choose the appearance of this weapon as well as its history. Perhaps it was an ancient relic wielded by one of your ancestors, or a divine heirloom brought down to the world by the gods at the creation of time. Whatever it may be, also consider how you learned of this weapon. Did you come across a drawing of it in a dusty manuscript, or did a vision of it come to you in your dreams? You can also work with your DM on the details to potentially give the weapon more relevance to the game. This weapon becomes your Sacred Treasure, and when you take the Attack action with enough free hands for the weapon on your turn, you can project it and make your attacks with it instead. This Replica weapon is considered a magical weapon and deals 3d6 damage in place of the weapon's normal damage dice. You have advantage on this attack. At the end of your turn after projecting your Sacred Treasure, it is destroyed. You can use this ability once per long rest. The damage of your Sacred Treasure increases to 4d6 at 8th level, 5d6 at 12th level, and 6d6 at 16th level. Faker's Specialty By the time you reach 3rd level, you have begun to mold your own specialty of faker. Choose between the Bladeslinger, Perfectionist, or Shield Saint specialties, all detailed at the end of the class description. Your specialty grants you features at 3rd level and again at 6th, 11th, and 17th level. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Heart of the Underdog At 5th level, your spirit wills you to fight on even when the odds are against you. Whenever you take damage that would drop you to 0 HP without killing you outright, you drop to 1 HP instead. You can only benefit from this ability once per long rest.

Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Improved Projection By 6th level, constant practice has brought your Projection ability to greater heights. You can now have up to three Replicas at once. When you use your Projection ability, you can now materialize up to two Replicas at a time. Also when you use your Projection ability, you can choose to spend 3 Mana Points instead of one. When you do, all items materialized by that use of Projection gain benefits as if you used your Reinforcement Magic ability on them. If the Replicas are of magic items, they do not gain any benefit from Reinforcement Magic as normal. Faker's Gambit Starting at 7th level, you start taking calculated risks in combat to make up for your weaknesses. When you make your first weapon attack on your turn, you can choose to make a gambit. Doing so gives you advantage on weapon attack rolls on this turn, but attack rolls against you have advantage until your next turn. Eye for Forgery At 7th level, copying items has granted you a greater insight into the world of forgery. You have advantage on ability checks related to identifying fakes and authentic items, as well as appraising them. Adaptability By 9th level, you've learned to adjust your Replicas to best suit your needs. When you project a weapon, you can choose to replace its damage type with one of the following: cold, fire, lightning, or thunder. Surpass the Original At 10th level, you've learned to improve upon designs previously thought to be complete. Your Reinforcement Magic ability is no longer restricted to only being used on non-magical items. This, however, shortens the duration of a magical item from 1 hour to 1 minute. Additionally, when you use your Reinforcement Magic ability, you can spend an extra 2 Mana Points, giving the a weapon or armor one of the following traits for the duration of the ability. •Divine: Hitting an Undead or Fiend (if weapon) or being hit by an Undead or Fiend (if armor) gives them disadvantage on Saving Throws until the end of their next turn. •Demonic: Scoring a critical hit against a Celestial or Fey (if weapon) or a Celestial or Fey scoring a fumble against you (if armor) forces the creature to be frightened of you until the end of your next turn. •Earthly: When a Humanoid or Beast scores a critical hit against you, you can use your reaction to Shove the creature. Also, non-magical weapons enhanced with Reinforcement Magic count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. Vault of Knowledge At 13th level, your study of various items throughout your adventures has given you a wealth of knowledge to draw from. Whenever you Trace an item, you learn the names of all previous owners of that item, as well as where the item was made and who made it. Last Stardust By 14th level, your spark on the battlefield inspires your allies and drives your enemies blind with anger. Whenever you drop to 1 HP as a result of your Heart of the Underdog ability, all allies that can see you gain temporary HP equal to your faker level. Walk Into Hell Starting at 15th level, you can no longer be frightened. When you roll initiative and have no Mana Points remaining, you regain 3 Mana Points. Unlimited Blade Works At 18th level, you've discovered the true nature of your Projection abilities. As an action on your turn while you are able to perform Verbal components, you can spend 15 Mana Points. You drag all creatures including yourself within 120 feet of you into a demiplane of your creation. This infinite demiplane is filled with every item on your Traced items list. Projection costs no mana and does not require a bonus action as the items simply come to you when you need them. This demiplane lasts for 1d4+1 rounds, during which only you are allowed to act, as you take your turns consecutively. When it ends, all creatures are ejected back to wherever the nearest unoccupied space is where they were before the ability was cast. Heroic Spirit At 20th level, you've come far as a mage in your own right. You have advantage on all saving throws versus magic.

Faker Specialties The skillset of a faker isn't one typically taught in academies for magecraft and martial arts. Most fakers instead hone their abilities on their own through practice and refinement. Regardless of how long a faker spends working at their craft, almost all fakers come to realize their skills function best at one of three categories based on their own preference: Bladeslinger, Perfectionist, and Shield Saint. Bladeslinger Specialty Those fakers who would consider themselves under the rank called Bladeslinger specialize in levitating and launching their projections, as well as having a sharp sense of aim. Their fighting styles lean well to keeping multiple enemies at bay, never letting a martially trained opponent get the upperhand of getting in close. Suspended Projections Starting when you choose this specialty at 3rd level, you can manipulate the mana that makes up your projections at a distance, creating and launching them at will. Whenever you create a Replica(s) with your Projection ability, you can choose to project it floating around you. These suspended Replicas follow you as you move. Whenever you take the Attack action on your turn, you can choose to replace any of the attacks with a ranged weapon attack from one of your suspended projections. This attack has an effective range of 80/320 and ignores half cover and 3/4 cover. After a Replica is fired, it returns to floating around you. Attacks made with ranged Replica weapons don't require ammunition. Hawk Eye At 6th level, you can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks. Artillery Barrage At 11th level, when you take the attack action on your turn, you can choose to replace one of the attacks with a separate ranged weapon attack from all of your suspended projections. After you use this feature, you cannot use it again until you finish a long rest. Storm of Swords At 17th level, you can summon a barrage of weapons to fall upon your enemies within 120 feet. As an action you can spend 5 Mana Points: Choose a location within range; a 10-ft radius sphere of weapons falls around that location. All creatures in that area must make a Dexterity saving throw (DC = 8 + Con. modifier + proficiency bonus). On a failure, they take 3d6 piercing damage, 3d6 bludgeoning damage, and 3d6 slashing damage, or half as much on a successful save. Additionally, the area becomes difficult terrain until cleared. Perfectionist Specialty A faker who spends most of his adventuring life focusing on improving and learning one type of weapon is often referred to as a Perfectionist. Fakers who adopt this specialty have better results when fighting with their favored weapon, and can use this advantage to compliment their other abilities. Favored Weapon Starting when you choose this specialty at 3rd level, choose a weapon you have traced. That weapon becomes your Favored weapon, and while you wield that weapon, you score a critical hit on a roll of 19-20 with that weapon. You can choose a different Favored weapon with a 1 hour ritual that can take place over a short rest. Carve a Path At 6th level, as a reaction whenever you drop a creature to 0 HP with your Favored weapon, you can move up to half your movement speed and make one additional attack against a different creature with your Favored weapon. Triple-Linked Crane Wings At 11th level, you have no wasted movements when wielding your Favored weapon in battle. When you take the Attack action while wielding your Favored weapon, you can make three attacks instead of two. Overedge At 17th level, you can pour a large amount of mana into your Favored weapon to give it a one time boost. As a bonus action, you can spend 5 Mana Points and put your Favored weapon into Overedge mode for 1 minute. While in Overedge mode, your Favored weapon gains +5 ft Reach (if melee) or its effective range doubles (if ranged) and your movement speed increases by 10. Also, when you hit with a weapon attack while in Overedge, you can choose to end the effect early and destroy your weapon. That attack deals an additional 8d10 damage and the target of the attack must make a Strength saving throw (DC = 8 + Con. modifier + proficiency bonus). On a failure, the target is pushed 15 feet away from you and knocked prone. At the end of the 1 minute duration, your Favored weapon is destroyed. Shield Saint Specialty Those fakers that look to better protect themselves and those around them will usually find themselves with a greater knowledge of shields and armor than most others. A faker who utilizes this knowledge and develops techniques around it is commonly known as a Shield Saint. Often reliable and selfless, a Shield Saint is a worthy ally and obnoxious opponent to have on the field of battle. Favored Armor Starting when you choose this specialty at 3rd level, you can now project heavy armor. Choose a set of armor or shield you have traced. That armor or shield becomes your Favored armor, and while you wear that armor you gain a +1 to all saving throws. Also, choose a damage type. You have resistance to that damage type while wearing your Favored armor. You can choose a different Favored armor and damage type with a 1 hour ritual that can take place over a short rest.