Battlefield Trickster (5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: lack fluff

You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Missing.png One or more images on this page are unattributed. Please include on this page the name of the artist or copyright holder, in addition to a link to the artist's website if available and appropriate. If you own this image, or it is covered by public domain, consider uploading the image to D&D Wiki. If the source of the image cannot be located or the copyright holder wishes for the image to not be on this page, then remove the image. For more information on copyright law, see D&D Wiki:Copyrights.

Edit this Page | All pages with an unattributed image

Battlefield Trickster[edit]

Creating a Battlefield Trickster[edit]

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.


Class Features

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

Table: The Battlefield Trickster

Level Proficiency
Features Trickery Damage Cantrips —Spell Slots per Spell Level—
1st 2nd 3rd 4th
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
5th +3 Feint 3d6 3 3
6th +3 Improved Improvised Weapon User 3d6 3 3
7th +3 - 4d6 4 4 2
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
11th +4 - 6d6 6 4 3
12th +4 Ability Score Improvement 6d6 6 4 3
13th +5 - 7d6 7 4 3 2
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
18th +6 Night Cover 9d6 8 4 3 3
19th +6 Ability Score Improvement 10d6 8 4 3 3 1
20th +6 Grande Bait 10d6 8 4 3 3 1

Improvised Weapon User[edit]

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.

Tactical Retreat[edit]

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[edit]

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.

Tactical Sub-type[edit]

At 3rd level, you choose an subtype of battlefield trickster you want to be: Trap Master or Cunning Trickster.

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.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice on the wizard or druid spell list, and this spells must be of a level for which you have spell slots.

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[edit]

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[edit]

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.

Double Feint[edit]

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.

Double Feint effect
d4 Effect
1 You knock your target prone.
2 You throw dirt or sand in the targets eyes and they are now blinded until the end of its next turn. Enemies without eyes are immune to this effect.
3 The target flees to a safe place and is frightened until the end of its next turn.
4 Make an extra melee weapon attack with a improvised weapon against the target. The trickery damage die cannot be applied twice on the same turn.

Bonus Luck[edit]

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.

Mocking Technique[edit]

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[edit]

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.

Night Cover[edit]

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.

Grande Bait[edit]

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.

Tactical Sub-Type[edit]

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.

Trap Master[edit]

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.

Simple Spike Trap

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.

Hidden Poison Spray

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.

Elaborate Trap Field

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.

Trap Options
Trap Effect
1 Target is restrained and suspended upside down by ropes and must make a Strength saving throw (DC=15) to break free
2 Target walks into a large spike trap that is 10ft deep and takes 3d8 piercing damage. To escape the pit the target must succeed a Dexterity saving throw (DC=13) to escape, on failed save the target takes an additional 2d8 piercing damage. If the target can fly they automatically succeed on the Dexterity saving throw. Once one being springs the trap it is revealed. Anything that ends or starts their turn in the pit also take 3d8 piercing damage.
3 Target walks through poisoned barbs and must make a Constitution saving throw (DC=13). On a failed save the target paralyzed for 1 turn and poisoned for 1d6 turns. On a successful save the target is poisoned 1d4 turns.
4 Target sets off rune spell chosen by you. The rune must be chosen while setting the trap (fire, water, earth, wind). Fire rune burns target for 2d6 damage for 3 turns. The Water rune pushes the target back 15ft and does 1d8 force damage, the player determines beforehand which direction the water rune will push those that are trapped. The earth rune restrains the target for 1d4 turns and creatres rough terrrain. The wind rune pushes targets 20ft into the air and keeps them suspended their for 2 turns, when the targets fall back to the ground they take 1d6 force damage unless they can fly in which case the targets take no damage.
Body Trap

Starting at 17th level you can booby trap your own body. If anything makes an unarmed melee attack on you and lands damage you may use this ability. Upon taking damage from an unarmed melee attack poison and acid spray from you clothes dealing 3d8 poison and 2d8 acid damage. This ability covers a 15 ft cone in front of you. All units must make a Constitution saving throw (DC=17), units that fail the saving throw are poisoned for 1d6 turns + your proficiency modifier.

Cunning Trickster[edit]

Using some small distractions and luck you set up environments to your liking to give you the best chance to succeed in battle. Using this sub class you will use magic to mold the world around you to form barriers and attacks.

Pocket Sand Professional

Starting at 3rd level your characters gains a flat +2 bonus to the sleight of hand skill. To use pocket sand with special effects have your player character make a sleight of hand check versus one target enemy within ten feet. You may target two enemies if they are within five feet of each other. If their perception check(s) is lower then both of your sleight of hand rolls, you blind the target(s) for 1d4 turns. There is no limit to how many times you can use this ability.

Play dead

Starting at 9th level you can attempt to play dead, your body appears motionless. Enemies must make a perception check versus your deception roll. On success enemies believe you to be dead. Notice animals may attempt to eat you if you lay motionless.


Starting at 14th level you can attempt to fool up to three enemies within 30ft of you. All targets must make a wisdom save. DC = your proficiency modifier + your Cunning Trickster level. If the target has a total wisdom score of less then 10 you can also add your charisma modifier to the roll. On a failed save enemies are distracted and cannot take main actions on their next turn. You cannot use this on enemies twice or this ability automatically fails.

Um.. Surprise!

Starting at 14th level you gain a permanent +2 to stealth. If you make a successful melee attack while hidden from your target you can apply max sneak attack damage. If the ability is a critical strike and the target is below 50hp total before the attack lands the target is automatically reduced to zero health.

Big reveal!

Starting at 17th level you can hide others when you roll a stealth check if they are within 5ft of you. If they gain a sneak attack on an enemy after you hide them they can add your sneak attack damage roll to their attack.

Battlefield Trickster Spell List[edit]

You have the ability to learn any spell from the wizard's or druid's spell list in addition to these homebrew spells. Check with your DM before taking any of the spells listed below.


Temporal Rift, Earthen Servant, Flash Powder, Obvious Banana, Spark Shower, Aqua Push, Shift Stone, Weapon Shift,

1st Level

Repel, Truer Strikes, Remote Bomb, Floor of Ice, Magnesis, Animate Rope

2nd Level

Flash Step, Lethal Weapons, Spit Venom, Somaria

3rd Level

Conjure Explosive, Luck Brew, Zone of Reversal

4th Level

Lava Line, No U!, Stoneburst


Prerequisites. To qualify for multiclassing into the battlefield trickster class, you must have a Dexterity score higher than 13.

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!