Battlefield Trickster (5e Class)
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- 1 Battlefield Trickster
- 1.1 Creating a Battlefield Trickster
- 1.2 Class Features
- 1.2.1 Table: The Battlefield Trickster
- 1.2.2 Improvised Weapon User
- 1.2.3 Tactical Retreat
- 1.2.4 Hidden Hand Trick
- 1.2.5 Tactical Sub-type
- 1.2.6 Spellcasting
- 1.2.7 Ability Score Increase
- 1.2.8 Feint
- 1.2.9 Improved Improvised Weapon User
- 1.2.10 Double Feint
- 1.2.11 Bonus Luck
- 1.2.12 Mocking Technique
- 1.2.13 Expert Improvised Weapon User
- 1.2.14 Night Cover
- 1.2.15 Grande Bait
- 1.3 Tactical Sub-Type
- 1.4 Battlefield Trickster Spell List
- 1.5 Multiclassing
Creating a Battlefield Trickster
- Quick Build
You can make a Battlefield Trickster quickly by following these suggestions. First, dexterity should be your highest ability score, followed by charisma. Second, choose the urchin or criminal background. Third, make sure you always have a backpack or bag of holding on your character.
As a Battlefield Trickster you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Battlefield Trickster level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Battlefield Trickster level after 1st
Armor: Light armor and shields
Weapons: Simple melee & ranged weapons, improvised weapons
Tools: thieves tools, alchemist tools, and tinkers tools.
Saving Throws: Charisma or Dexterity and Intelligence
Skills: Choose 3 of the following: Athletics, Insight, Deception, Nature, Stealth, Survival, Sleight of hand
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Padded Armor and slingshot or (b) Leather Armor and shield
- (a) One simple melee weapon or (b) One simple ranged weapon
- (a) Explorer's pack or (b) Dungeoneer's pack
- (a) (10) poison throwing needles (dmg 1d6 + 1d6 on failed CON save DC 11) or (b) crowbar
- (a) Spell book or (b) Grappling rope
|Features||Trickery Damage||Cantrips||—Spell Slots per Spell Level—|
|1st||+2||Improvised Weapon User||1d6||-||—||—||—||—|
|2nd||+2||Tactical Retreat, Hidden Hand Trick||1d6||-||—||—||—||—|
|3rd||+2||Spellcasting, Tactical Sub-type||2d6||2||2||—||—||—|
|4th||+2||Ability Score Improvement||2d6||2||3||—||—||—|
|6th||+3||Improved Improvised Weapon User||3d6||3||3||—||—||—|
|8th||+3||Ability Score Improvement||4d6||4||4||2||—||—|
|9th||+4||Tactical Sub-type feature||5d6||5||4||2||—||—|
|10th||+4||Double Feint, Bonus Luck||5d6||5||4||3||—||—|
|12th||+4||Ability Score Improvement||6d6||6||4||3||—||—|
|14th||+5||Mocking Technique,Tactical Sub-type feature||7d6||7||4||3||2||—|
|15th||+5||Expert Improvised Weapon User||8d6||8||4||3||2||—|
|16th||+5||Ability Score Improvement||8d6||8||4||3||3||—|
|17th||+6||Tactical Sub-type feature||9d6||8||4||3||3||—|
|19th||+6||Ability Score Improvement||10d6||8||4||3||3||1|
Improvised Weapon User
Beginning at 1st level, when making an attack on an enemy for the first time in combat with an improvised weapon, you deal additional damage, according to the Trickery Damage table on the Battlefield Trickster column. Once you hit an attack using this feature, you cannot use this feature again using the same improvised weapon.
Starting at 2nd level, upon taking damage, you may attempt to distract an enemy as a reaction, by throwing your improvised weapon at him. The enemy must make a Dexterity saving throw against a DC equal 8 + your proficiency bonus + your Dexterity modifier. On a failed save, the target is stunned until the beginning of its next turn. If the target succeed, you can move 10 feet, without provoking an attack of opportunity.
Hidden Hand Trick
At 2nd level, if you are holding an improvised weapon that can fit inside your clothing, you can make an attempt to hide the weapon in combat. Roll a Dexterity (Stealth) check, contested by a Wisdom (Perception) check of each creature within 20 feet. If you win the contest, you conceal the weapon. For the next three turns, when you attack a creature that have failed the contest using the hidden improvised weapon, you have advantage on the attack roll, and a successful attack is considered a critical hit.
At 10th level, only creatures within 10 feet can make the contest to notice your hidden weapon. At 12th level, when you attack any creature that failed the contest, using the hidden improvised weapon, you apply your trickery damage, in addition to the other effects.
The sub type you choose grants you features at 3rd level and again at 9th, 14th and at 17th level.
Upon reaching 3rd level you gain the ability to cast spells.
Starting at 3rd level you can learn any two cantrips from the wizard or druid spell list. You learn additional wizard or druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Battlefield Trickster table.
- Spell Slots
The Battlefield Trickster Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
- Spells Known of 1st Level and Higher
Each time you gain a level in this class, you can learn two wizard or druid spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the Battlefield Trickster table. On your adventures, you might find other spells that you want to learn.
- Trickery Manual
When you find a wizard or druid spell of 1st level or higher, you can add it to your trickery manual if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.
Copying a spell into your trickery manual involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your trickery manual using your own notation.
For each level of the spell, the process takes 2 hours and costs 50 gp for wizard spells, and 100 gp for druid spells. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
- Preparing and Casting Spells
The Battlefield Trickster table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard or druid spells from your trickery manual equal to your Intelligence modifier + your half your battlefield trickster level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you're a 7th-level battlefield trickster, you have four 1st-1evel and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your trickery manual If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard or druid spells requires time spent studying your trickery manual and memorizing the incantiations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Ability Score Increase
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.
At 5th level, you can use your bonus action to fake an attack on a target enemy. The target must succeed a Wisdom saving throw, with a DC equal 8 + your proficiency bonus + your Charisma modifier. If the target fails the Wisdom saving throw, you can make an attack against the target as part of the same bonus action, and add your trickery damage to the damage of a successful attack.
Improved Improvised Weapon User
Starting at 6th level, when you add your trickery damage to the damage of a successful attack, you can chose to drop the improvised weapon to take the Disengage action, as part of the same action.
At 10th level, if you use the Feint feature successfully on a target, you may attempt to use Double Feint on the same target. The target must make a Wisdom saving throw (DC = 8+ your proficiency bonus + your Charisma modifier). If the target fails, roll a 1d4 and one of the following effects is placed on the target. You may use Double Feint three times. You regain all expended uses when you finish a long rest. You can recover one use of this feature after completing a short rest. The target becomes effected after feint damage is applied.
Starting at 10th level, whenever you make an attack roll or saving throw and the result is a natural one, you may re-roll the dice. When you re-roll an attack or saving throw, cannot use your bonus action on your next turn.
At 14th level, you can attempt to goad enemies to attack you. Make a Charisma (Deception check, contested by a Wisdom (Insight) check of each hostile creature within 30 feet. If you win the contest, the target spends its turn moving towards you by the fastest available means, chosing the shortest and most direct route, attacking you, if possible. You can use this feature three times, and regain all expended uses when you finish a long rest.
Expert Improvised Weapon User
Starting at 15th level, if you land a successful ranged attack with an improvised weapon, you can make another attack on a different target, if you have another improvised weapon ready in your other hand.
At 18th level, while attempting Dexterity (Stealth) checks at nights against targets that do not have darkvision. Also, whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 12 or lower as a 13. However you can not move on your next turn, if you wish to stay unseen by targets that failed their Wisdom (Perception) check.
When you reach 20th level, if you have 30 minutes to prepare, you can build a 30-foot radius circular trap around you, with safe spot directly on your spot. All targets without flying movement speed, who enter the area must make a Dexterity saving throw against your spell save DC, or fall into the trap, taking 10d8 acid damage and becoming poisoned for the next 2d6 turns. At start of each turn, the poisoned target must make a Constitution saving throw against your spell save DC to end the effect, taking 2d6 poison damage on a failed save. To leave the trap, the targets must make a Strength (Athletics) check, with a DC 15.
Whether it was pocket sand or a perfect spike trap you always know how to win a fight in the end no matter what. You have learned that you fight at your best when being unpredictable. Starting at 3rd level, you can choose your Tactical Sub-Type.
Every battlefield, every road is littered with your creations, why fight an enemy head on when you can neutralize them safely using mother nature. As a trap master you gain the ability to build elaborate traps while in battle to deal massive damage.
Starting at 3rd level you can expend a 1st-level spell slot to move a 5-foot square of earth. This feature takes two full turns to complete and the player must also have wooden spikes in their inventory. You may attempt to cast this using the sleight of hand skill to hide your handywork. If no one catches onto what your doing no one will know of the trap you set. The spike trap is a 6 foot deep hole filled with 15 wooden spikes. Any being that falls into this trap takes 3d6 piercing damage and must attempt a Dexterity saving throw, DC = 11. If the target fails they take another 3d6 piercing damage. Any player who starts or ends their turn in this trap also take 3d6 piercing damage. If any being is forced into the pit they automatically fail the saving throw.
Starting at 9th level, once per long rest you may use the ability Hidden Poison Spray, this ability costs 150 gold per cast (expensive poison). This ability extends to a 10 ft cone in front of your PC. Each being inside the 10 ft cone must make a Constitution saving throw, DC = 10 + your proficiency modifier + your sleight of hand modifier. On a failed save the target takes 3d8 poison damage and is blinded for 1d4 turns. On a successful save the target is not blinded and takes half damage.
Starting at 14th level you have become a master trap creator. You may now create more elaborate traps that span over a large area. You can cover any 40 square foot area with multiple traps that are invisible until a perception check of 12 + your proficiency modifier is made. You then choose which squares contain which traps, you can repeat one trap or choose multiple of the four options below. Each trap cover 10 ft which means you can have a total of 4 traps set in the 40ft area. This ability takes 1 hour of set up. After the first effect is applied the target can continue to move if able, and can spring other traps. Trap areas must be marked for your DM after being set up and cannot be changed unless you spend another in game hour to make changes. There is no limit on how much you can use this ability.