Prankster (5e Subclass)
From D&D Wiki
Prankster[edit]
Rogue Subclass
The pranksters among rogues are a curious sort. They are known to beguile the senses and create moments where enemies make fools of themselves. The term "controller" best describes them, for they often manipulate their enemy to disadvantageous positions or make it hard for them to get out of a conundrum. Pranksters characteristically are variable, based on chaotic desires to make others fall over their own feet and stumble in life. Some people can only laugh at the misfortune of others. They often have a wide repertoire of tricks, some magical and others mundane, that leave their victims blue in the face from exasperation. Unlike arcane tricksters, they don't really get a set of spells to use and rely on smaller tricks instead to aid allies and toggle with enemies.
Bag of Tricks[edit]
When you choose this archetype at 3rd level, you learn a bunch of tricks you use to befuddle the competition. You learn three Pranks of your choice. Each trick has different usage and effects that may change as you gain additional levels in this subclass. Some tricks require the target to make saving throws to resist the prank's effects. The saving throw for your pranks is calculated as follows: 8 + your Intelligence modifier + your proficiency bonus.
Master of Setup[edit]
The key to a good trick often relies on how fast and stealthily you can do it. Starting at 9th level, when you take the hide action, you can make a Dexterity (Sleight of Hand) check with advantage without any additional action.
Element of Surprise[edit]
Everyone knows pranks are more effective against the unaware. When you reach 13th level, you have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Reusable Material[edit]
Classic gags remain a classic and can be used multiple times. When you reach 17th level, you can use a bonus action to use a prank that has already expended all its uses. You can use this feature once, regaining use once you finish a long rest.
Pranks[edit]
The following pranks are for your Bag of Tricks feature.
Taunt and Strike[edit]
As an action, you do something obscene that draws the complete ire and attention of a creature you see within 30 feet of you that can see and hear you. The target must make a Wisdom saving throw. On a failed save, they must use their reaction to move as close to you as they can. This movement provokes opportunity attacks. They cannot move over 15 feet away from you until they make an attack against you.
When you reach 9th level, you learn the best ways to take advantage of an opponent that can't stop following you. When a creature you taunted makes an attack against you, their attack is made with disadvantage. Additionally, you can expend your reaction to make a melee weapon attack against them. On a successful hit, they fall prone.
Can't Catch Me[edit]
When a creature enters within 5 feet of you, you can use your reaction to move up to 15 feet away to an unoccupied space. This movement does not provoke opportunity attacks.
When you reach 9th level, if you are subject to a contest or saving throw against being grappled or restrained by a creature of Large size or bigger, you can use your reaction to automatically succeed the contest or saving throw. You can use this prank a number of times equal to your Dexterity modifier, regaining all use once you finish a long rest.
Annoying Sound[edit]
When you take the dodge action on your turn, you can use this prank without any further action. All creatures within 30 feet of you must make a Charisma saving throw. On a failed save, they are distracted by a loud and obnoxious noise you make and have disadvantage on all attack rolls against creatures other than you until the end of their next turn. Creatures that cannot hear or are deafened automatically succeed this saving throw. You can use this prank a number of times equal to your Intelligence modifier, regaining all use once you finish a long rest.
When you reach 13th level, when you make this noise, you can roll a d4 and replace the effect of the failed save with an alternative detriment from the table below.
d4 | Result |
---|---|
1 | Creatures fall prone. |
2 | Creatures have disadvantage on all saving throws until the end of their next turn. |
3 | Creatures become deafened for 1 minute. |
4 | Creatures are forced to move 10 feet away from you. |
Copycat[edit]
when you take this prank, you gain proficiency with the disguise kit, and any proficiency bonus you get when using it is doubled. You can also unerringly mimic any creatures' sound you’ve heard for at least a minute since your last long rest. You can mimic languages you do not understand, as well as sounds that aren't a language, such as a wolf's howl, or bird call.
When you reach 9th level, you can take out and use your disguise kit as part of a Dexterity (Sleight of Hand) check to hastily change your appearance, giving you advantage on Deception checks until the end of your next turn.
When you reach 13th level, whenever a creature targets you, and only you, with an effect that includes a saving throw, and you succeed, you can force the creature who targeted you to take the same saving throw as a reaction. If that creature fails its saving throw, it becomes the target of its own effect. You can use this effect once, regaining use after you finish a short or long rest.
Switcheroo[edit]
As an action, you can target a number of creatures, equal to your Intelligence modifier, that are wielding weapons within 30 feet of you. Redistribute the weapons of those creatures among the targets however you like. Due to the sudden switch of arms, the creatures are unable to land critical hits with their new weapons and have disadvantage on their attack rolls until the end of their next turn. All other effects apply as normal (giving a Small creature a heavy weapon makes them drop it because they cannot wield it, e.g.). You can use this prank a number of times equal to your Intelligence modifier, regaining all use once you finish a long rest.
When you reach 13th level, you leave a signature touch on the weapons you swap, making them defective or dulled in some way that inhibits the new user. You figure out all the nonmagical properties of weapons that you swap around with this prank and you can reassign these properties as well. This property swap lasts for 1 minute.
Jab of the Funny[edit]
When you make a critical hit against a creature, you strike them in such a humiliating way that they cannot recover fully. Their movement speed is reduced by 10 feet for 1 minute.
When you reach 9th level, you figure out the weakest points of a creature that will leave them rolling around on the floor. Instead of reducing their movement, you can choose to have them fall prone and spend their next action reeling and laughing uncontrollably.
When you reach 13th level, those on the floor are as easy targets as those who are surprised for your jabs. Any hit you score against a creature that is prone is a critical hit.
Back to Main Page → 5e Homebrew → Character Options → Subclasses