Dimension Trickster (5e Class)

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Dimension Trickster[edit]

Dimension Tricksters are a unique type of rogues. They are masters of space & time. They can manipulate and control their magical elements which can be used both in melee or as a ranged form of offense. The magical elements can be manipulated in a wide variety of ways like a material manifestation of swords or flying daggers. Dimension Trickster is a close range class that's fast and can easily hit & run targets. Bending the laws of space & time to appear out of nowhere, assassinate his enemies, and return to safety in the blink of an eye.


Creating a Dimension Trickster[edit]


To quickly build a Dimension Trickster make Dexterity your highest. Followed by Intelligence. Choose a background that suits you best, this class is meant to be either good or evil depending on your play style.

Class Features

As a Dimension Trickster you gain the following class features.

Hit Points

Hit Dice: 1d8 per Dimension Trickster level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Dimension Trickster level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons,Shortswords
Tools:
Saving Throws: Intelligence, Dexterity
Skills: Choose two from Acrobatics, Arcana, Deception, Insight, Investigation, Perception, Sleight of Hand, and Stealth.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Dimension Trickster

Level Proficiency
Bonus
Features
1st +2 <!-Class Feature1->
2nd +2 <!-Class Feature2->
3rd +2 <!-Class Feature3->
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

<!-Class Feature->[edit]

<!-Class feature game rule information->

<!-Use semi-colons for subheaders->

<!-Subclass Feature->[edit]

<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->

Ability Score Improvement[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.

<!-Class Feature->[edit]

<!-Class feature game rule information->


<!-Class Option 1->[edit]

<!-For subclasses introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Option 2->[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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