Trickster (5e Class)
Trickster[edit]
Firing a crossbow bolt into a gnoll warrior, the goblin scans to her left and sees half a dozen more quickly charging into the fray. Swearing under her breath, she reaches into her satchel and chucks a metal ball in their direction. The gnolls hardly hear “fire in the hole!” before the ball detonates into a swirling sphere of wind and ice, an arcane blizzard that chills them to their core.
The bandit warlord, looking to quickly cripple the party of “heroes” fighting his clan, sets his sights on the scrawny drow throwing firebolts. He smirks as he catches the drow off guard, bringing his mighty greataxe down upon him. Just as he makes contact, however, the elf dissipates into a puff of smoke, and the warlord instead finds himself face-to-face with the dragonborn barbarian. As their blades clash, the drow slinks away into the backlines.
A noble’s caravan is ambushed by what appear to be raiders dressed in all black. As the nobleman yells in fear for his guards to protect him, he is suddenly stabbed from behind by the guard captain. The seemingly trustworthy face of the captain shapeshifts to the cold visage of the hobgoblin assassin who took his place, leaving the dying noble in disbelief.
A tabaxi adventurer looks frantically at a map of the town as a shopkeeper instructs them on the fastest way to leave. Thanking him, the tabaxi snaps their fingers and makes a run for it before the king’s guards can arrive. The shopkeeper's wife comes downstairs and asks who he was talking to just now. How peculiar, the shopkeeper doesn’t remember talking to anyone.
Mages, such as sorcerers, wizards, druids, etc., pull from sources of great magical energy to perform astounding feats of world-bending power. Tricksters are not mages. Tricksters are a little more subtle, using their magical prowess to nudge reality in their favor.
Cunning and Stunning[edit]
Tricksters rarely supplement their knowledge with “formal” magic learning; instead, they use their understanding of the way magic influences the world around them as a tool for subterfuge. Just as a monk sees the magical energy of ki throughout the world, so too does a trickster. However, where a monk sees ki in living beings, the trickster also sees magic in the air, in their tools, even in the spot where their opponent stands. Rather than using that magic to throw fireballs or will crowds to do their bidding, many use it to confuse, to undermine, to perform little acts of subterfuge.
In battle, a trickster will rarely, if ever, lead the charge. However, when the fighter clashes swords with an enemy, only for the enemy to suddenly become dazed and disoriented, they know the trickster has their back. When the bard sees an enemy spellcaster’s hand ablaze with arcane flame, only for it to quickly be extinguished, they know the trickster is up to something. When a paladin’s glaive cuts through a demon with a little bit more purpose, they know they’re being fastidiously helped by their trickster friend.
Creating a Trickster[edit]
- Quick Build
You can make a Trickster quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity or Charisma. Second, choose the Charlatan background.
Class Features
As a Trickster you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Trickster level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Trickster level after 1st
- Proficiencies
Armor: light armor
Weapons: simple weapons, net, whip, hand crossbow
Tools: tinker's tools and one other type of artisan's tools of your choice
Saving Throws: Intelligence, Wisdom
Skills: Choose three from Arcana, Deception, Insight, Investigation, Perception, Performance, Sleight of Hand, or Stealth.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) any two simple melee weapons or (b) a simple melee weapon and a hand crossbow
- (a) a diplomat's pack or (b) a burglar's pack or (c) an explorer's pack
- (a) two daggers or (b) 20 crossbow bolts
- tinker's tools
- If you are using starting wealth, you have 4d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features | Spells Known | Cantrips Known | —Spell Slots per Spell Level— | |||
---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | |||||
1st | +2 | Trick Shot | – | - | — | — | — | — |
2nd | +2 | Distracting Presence Altered Ego | – | - | — | — | — | — |
3rd | +2 | Parlor Magic Artful Gambit | 3 | 3 | 2 | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 3 | 3 | — | — | — |
5th | +3 | Deft Movements | 4 | 3 | 3 | — | — | — |
6th | +3 | Mental Fortitude | 4 | 3 | 3 | — | — | — |
7th | +3 | Artful Gambit Feature | 5 | 3 | 4 | 2 | — | — |
8th | +3 | Ability Score Improvement | 6 | 3 | 4 | 2 | — | — |
9th | +4 | Cup 'n Ball | 6 | 3 | 4 | 2 | — | — |
10th | +4 | Artful Gambit Feature | 7 | 4 | 4 | 3 | — | — |
11th | +4 | Exposure Therapy | 8 | 4 | 4 | 3 | — | — |
12th | +4 | Ability Score Improvement | 8 | 4 | 4 | 3 | — | — |
13th | +5 | Quick Learner | 9 | 4 | 4 | 3 | 2 | — |
14th | +5 | Switcheroo | 10 | 4 | 4 | 3 | 2 | — |
15th | +5 | Artful Gambit Feature | 10 | 4 | 4 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 11 | 4 | 4 | 3 | 3 | — |
17th | +6 | Improved Trick Shot | 11 | 4 | 4 | 3 | 3 | — |
18th | +6 | Artful Gambit Feature | 11 | 4 | 4 | 3 | 3 | — |
19th | +6 | Ability Score Improvement | 12 | 4 | 4 | 3 | 3 | 1 |
20th | +6 | Great and Powerful | 13 | 4 | 4 | 3 | 3 | 1 |
Trick Shot[edit]
At first level, when you or an ally within 60 ft of you scores a critical hit against an enemy, you can add your Intelligence modifier to the total damage (minimum of 1).
Distracting Presence[edit]
At first level, your movements on the battlefield confuse the enemy, giving your companions a tactical advantage. Whenever an ally you can see within 60 feet of you takes the Hide action, you can use your reaction to give them advantage on the roll. In addition, when you hit with an attack roll against a creature or if you force a creature to make a saving throw and they fail, that creature has disadvantage on opportunity attacks until the end of your next turn.
Parlor Magic[edit]
Also at first level, you learn either the prestidigitation or thaumaturgy cantrip, and your casting time for either is a bonus action.
Altered Ego[edit]
At 2nd level, you learn to change others’ perceptions of you. You can change your appearance as per the disguise self spell, and the duration of your disguise is 4 hours. Once you use this feature, you must complete a long rest to use it again.
Artful Gambit[edit]
At 3rd level, you choose the Artful Gambit on which you stake your trickery. Choose between Pyrotechnic, Illusionist, Ninja, and Mentalist, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
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. Alternatively, you can choose a feat (see Chapter 6 of the PHB for a list of feats).
Deft Movements[edit]
Beginning at 5th level, when you make an ability check using Dexterity, you can choose to add your Intelligence modifier to your roll. You can use this a number of times equal to your Intelligence modifier (minimum of 1). You regain all uses after a long rest.
Mental Fortitude[edit]
Starting at 6th level, whenever you succeed on an Intelligence, Wisdom, or Charisma saving throw, you gain temporary hit points equal to your Intelligence modifier + your proficiency bonus.
Cup 'n Ball[edit]
Starting at 9th level, you can magically trip up an enemy as they prepare to engage you, leaving them dazed and allowing you to potentially strike first. When you roll for Initiative, you can force a single hostile creature you can see within 60 feet of you to make a Charisma saving throw (DC 8 + your proficiency bonus + your Intelligence modifier). On a failure, you magically swap your initiative with that creature and that creature is Stunned until the start of their first turn in combat. Creatures who are immune to the charmed condition cannot be affected by this. Once you use this feature, you must complete a long rest to use it again.
Exposure Therapy[edit]
Beginning at 11th level, you know just about every trick in the book, including whatever your enemies plan to throw at you. You cannot be Surprised. In addition, when you make a saving throw against being charmed, frightened, or stunned, you can choose to roll using your Intelligence save bonus.
Quick Learner[edit]
Starting at 13th level, when you see a creature cast a spell of 3rd level or lower, you can make a DC 15 Intelligence check as a reaction. On a success, you store that arcane knowledge for later. Once before you complete a long rest, you can cast that spell at the level you saw it cast (for example, if someone casts cure wounds at 3rd level, you would also cast it at 3rd level). You can only have 1 spell stored at a time. If you attempt to store another spell, you lose the previously stored spell. Any spell you have stored is lost on a long rest.
Switcheroo[edit]
Starting at 14th level, when a creature forces you to make a saving throw against being charmed or frightened and you succeed, you can use your reaction to force a different creature you can see within 30 feet of you to make the same saving throw, using the spell save DC of the original caster. On a failed save, they are charmed by or frightened of you.
Improved Trick Shot[edit]
Beginning at 17th level, when you or an ally you can see within 15 ft of you misses an attack roll, you can use your reaction to reroll one of the dice. If the reroll hits, the attack’s normal damage becomes psychic damage, and the target takes an additional 4d8 psychic damage as well. You can use this feature a number of times up to your Intelligence modifier (minimum of 1). You regain all uses after a long rest.
Great and Powerful[edit]
At 20th level, your dedication to the art of trickery has paid off, marking you as one of the greats. Your Intelligence and Charisma scores each increase by 4, and the maximum for each goes up to 24. Whenever you make a skill check with which you have proficiency, your total roll cannot be lower than your Intelligence score.
In addition, when a creature within 30 ft of you casts a spell with a casting time of 1 action or 1 bonus action, you can use your reaction to make an Intelligence check (DC 13 + the level of the spell). If you succeed, you swipe their magic. They lose their casting of the spell, and you cast it instead as part of the reaction. Intelligence is your spellcasting modifier, regardless of the original caster. If you fail your check, you cannot use this feature on that creature for 48 hours. Either way, you cannot use this feature again until you complete a long rest.
Pyrotechnic[edit]
Pyrotechnics are tinkerers by trade, with a very specific interest in creating handheld explosives. They create all manners of bombs to use in battle, quickly turning a straightforward clash of swords into a hazardous blast zone.
- Arcane Grenades
At 3rd level, you learn how to make a variety of bombs to assist you and your allies on the battlefield. Each bomb is considered a Tiny object, takes 10 minutes and 5 gp worth of materials to make, and are magically made using tinker’s tools. You can create and hold a total number of bombs equal to your proficiency bonus + your Intelligence modifier at a time. If you attempt to make a bomb while at maximum, you must choose an existing bomb to become inert.
You can use your Attack action to ignite and throw one bomb a maximum number of feet equal to 5 times your Strength score (minimum 5), and it detonates at the end of your turn. If the bomb requires a saving throw, the DC is equal to 8 + your proficiency bonus + your Intelligence modifier. When you create your bombs, you can choose to make any type of bomb from the following:
- Flash Grenade: Upon detonating, any creature within 10 feet of the explosion must make a Constitution saving throw. On a failure, they are blinded until the end of your next turn.
- Fragmentation Grenade: Upon detonating, destructive shrapnel shoots out in all directions. Any creature within 10 feet of the explosion must make a Strength saving throw. On a failure, they take 2d8 piercing damage and are knocked prone. On a success, they take half damage and suffer no additional effects.
- Incendiary Grenade: Upon detonating, flames spread out in a 20-ft radius. Any creature in that radius must make a Dexterity saving throw. On a failure, they take 2d8 fire damage, as well as an additional 1d6 fire damage at the start of their subsequent turns for 1 minute or until they take an action to put themselves out. On a success, they take half damage and do not suffer any additional effects.
- Smoke Bomb: Upon detonating, the bomb creates a smoke cloud in a 20-ft radius. Any creature that starts its turn within the radius has disadvantage on attack rolls and any checks involving sight and can only move half their movement speed. Creatures who do not rely on their eyes to see, such as those with blindsight or tremorsense, are unaffected. The smoke dissipates after a number of rounds equal to 1d4 + your proficiency bonus. It can also be dispelled by strong winds, including from magic.
- Toxic Grenade: Upon detonating, a poison cloud emanates in a 20-ft radius. Any creature that starts their turn in the cloud must make a Constitution saving throw. On a failure, they take 2d8 poison damage and are poisoned for 1 minute. They can attempt the saving throw again at the end of each of their turns to end the poisoned condition. On a success, they take half damage and suffer no additional effects. The cloud dissipates after a number of rounds equal to your proficiency bonus. It can also be dispelled by strong winds, including from magic.
- Additional Spellcasting
Additionally at 3rd level, you gain access to the dancing lights and fire bolt cantrips. You also learn the pyrotechnics spell and can cast it a number of times equal to your Intelligence modifier.
- Controlled Blast
Starting at 7th level, when you throw a bomb that requires a saving throw, you can designate a number of creatures equal to your Intelligence modifier to automatically succeed.
- Bigger Booms
Starting at 10th level, you have learned how to infuse your grenades with greater arcane energy. When you create a bomb, the following types are now available for you to choose from:
- Ice Grenade: Upon detonation, a storm of cold energy swirls in a 20 ft radius. Any creature that starts their turn in the radius must succeed on a Constitution saving throw. On a failure, they take 2d8 cold damage and their speed is reduced to 5 ft. On a success, they take half damage and suffer no additional effects. The storm lasts for a number of rounds equal to your proficiency bonus.
- Shock Grenade: Upon detonation, this bomb unleashes a current of electricity. Any creature within 10 ft of the explosion must make a Constitution saving throw. Creatures that are made of or wearing metal have disadvantage on this save. On a failure, the creature takes 3d8 lightning damage. In addition, they suffer from a loss of muscle control. Until the end of their next turn, they have disadvantage on attack rolls and Dexterity saving throws and cannot cast spells with somatic components. On a success, they take half damage and suffer no additional effects.
- Strobe Grenade: Upon detonation, this bomb emits bright, colorful lights that attack the mind. Any creature within 30 ft of the explosion who can see it must make a Wisdom saving throw. On a failure, they take 3d8 psychic damage and are stunned until the end of your next turn. On a success, they take half damage and suffer no additional effects.
- Vacuum Grenade: Upon detonation, this bomb implodes rather than explodes. Any creature within 30 ft must make a Strength saving throw. On a failure, they take 3d8 force damage and are pulled 20 ft towards the space where the bomb detonated, ending in an unoccupied space. On a success, they take half damage and suffer no additional effects.
- Grenadier
Additionally at 10th level, you can use your Intelligence score instead of your Strength score to determine the distance you throw a bomb. In addition, creatures you have designated to succeed on your bombs’ saving throws do not take any damage from them.
- Explosion Expert
At 15th level, you can overhaul your bombs to exert greater control over your explosives. When you take an action to throw a bomb, and if you have your tinker’s tools, you can use your bonus action to augment your bomb in one of the following ways:
- The bomb’s blast radius is increased by 20 ft.
- If the bomb does damage, its initial damage on detonation is increased by an additional 3d8.
- You can set the detonation on a timer. The bomb instead detonates at the end of your next turn. A creature within 5 ft of the bomb can use their action to rethrow it, using their own Strength score.
In addition, the time it takes for you to make a bomb is now only 1 minute.
- Fire in the Hole
Starting at 18th level, when you use your action to throw one of your bombs, you can use your bonus action to throw another. In addition, any creature within 5 ft of your bomb when it detonates has disadvantage on its saving throw (if it has one).
Illusionist[edit]
Illusionists are among the most showy and flashy of Tricksters. Unlike most of their peers, Illusionists augment their skills with conventional magical prowess, particularly magic used to hoodwink or, as the name suggests, create illusions. They often extend their magic to trusted others which they refer to as “assistants”. Illusionists work with their assistants to protect them from danger or escape danger themselves.
- Spellcasting
When you reach 3rd level, you gain the ability to augment your tricks with more formal arcane knowledge. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.
Cantrips. You learn the minor illusion cantrip and two other cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots. The Illusionist 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 shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the illusion or enchantment spells on the wizard spell list. The Spells Known column of the Illusionist Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an illusion or enchantment spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an illusion or enchantment spell. Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, as you use your knowledge of the arcane to warp reality. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier
- My Lovely Assistant
At 3rd level, when you complete a long rest, you can deem a number of willing creatures as assistants for your illusions. When you cast a spell, you can use an assistant as a point of origin, as long as they’re within 60 feet of you.
In addition, whenever an assistant is subject to an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to give them advantage. You can do this once per assistant and regain all uses on a short or long rest.
You can deem one creature as your assistant. This number increases to two assistants at level 9 and three at level 17.
- Not Fooled
Additionally at 3rd level, your experience with magical deception makes it easier to see through it. You have advantage on ability checks and saving throws to discern illusions.
- Transposition
Starting at 7th level, whenever you or an assistant within 60 ft of you takes damage from an attack or spell, you can use your reaction to magically swap places with them. The triggering damage is halved, and you and your assistant teleport to each other’s spaces. You must be able to see your assistant. Once you use this feature, you can’t use it again until you complete a short or long rest.
- In On It
Starting at 10th level, your assistants automatically succeed on saving throws against spells you cast. If the spell does damage, you can reduce the damage to 0 for your assistants. In addition, you can cast a spell with a range of touch on an assistant at any range not exceeding 60 feet.
- Shared Secrets
Starting at 15th level, whenever you cast a non-damaging spell with a range of self, you can choose one assistant to gain the spell’s effects as well. In addition, when a creature fails a saving throw against your Switcheroo feature, the creature is charmed by or frightened of your assistants as well.
- Setting the Stage
Starting at 18th level, you have learned how to direct your assistants to be exactly where they need to be for the next great act. Immediately after you cast an illusion or enchantment spell as an action, you can use your bonus action to teleport yourself or one of your assistants, as long as they are willing, up to 15 ft to an unoccupied space you can see. You must be able to see your assistant to use this feature on them.
Ninja[edit]
The most feared of the Trickster profession, ninja are known for their combat expertise and stealth mastery. Especially skilled ones have even been rumored to be able to take on the faces of others, using this ability to reach the private chambers and warrooms of elite nobles. Often assassins or thieves, ninja tend to form clans with rogues and shadow monks who sell out their services to kingdoms looking to rob or even eliminate political adversaries.
- Bonus Proficiencies
At 3rd level, you gain proficiency in three martial weapons of your choice that lack the Heavy property. You use your Intelligence modifier for attack and damage rolls using weapons you’re proficient in, instead of Strength or Dexterity. You also gain proficiency in the Acrobatics and Stealth skills if you don’t already have it. At 10th level, you gain expertise in both skills. You also gain proficiency in the disguise kit.
- Unarmored Defense
Additionally at 3rd level, when you aren’t wearing armor, your AC is equal to 10 + your Dexterity modifier + your Intelligence modifier.
- Ninjutsu
At 3rd level, you have started incorporating trickster magic to improve your combat skills. You can take the Dodge, Hide, or Disengage action as a bonus action. Once per short or long rest, when you take damage from a weapon or spell, you can use your reaction to turn invisible and move up to half your movement speed. You remain invisible until the start of your next turn, or until you make an attack roll or cast a spell.
- Evasion
Starting at 7th level, you think quick on your feet, and can dodge out of the way of effects like a dragon’s fiery breath or the ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
- Espionage
Starting at 10th level, you can use your ninjutsu to emulate yōkai-like abilities. When you spend 10 uninterrupted minutes studying a humanoid the same size as you, you can magically shapeshift into them for 1 hour. Your body physically transforms to look like them; however, your gear and clothing do not change. If you could hear their voice, you can mimic their voice as well. When you make any ability check to pass yourself off as this person, you can add your Intelligence modifier to the result. You can use this feature once per long rest. Once you have imitated a humanoid, you must spend another minute studying them to do it again.
- Assassination
Starting at 15th level, you’ve mastered the ninja art of striking someone down for good. When you make a weapon attack against a creature within 10 feet of you who is Surprised or who you are hidden from, you can force them to make a Constitution saving throw (DC 8 + your proficiency bonus + your Intelligence modifier). On a successful save, they take an additional 10d6 of your weapon’s damage type. On a failure, they are automatically reduced to 0 hit points. Once you use this feature, you must complete a long rest to use it again.
- Four Element Jutsu
Starting at 18th level, you harness the power of the Four Elements, using specialized hand techniques, a feat associated with the most legendary of ninja. Once per long rest, you can use this feature to cast one of the following spells without verbal components: investiture of flame, investiture of ice, investiture of stone or investiture of wind. You also gain additional effects while concentrating on the spell, depending on which spell you cast:
- Flame: Fire is the element of aggression and zeal. While investiture of flame is active, you can make one weapon attack as a bonus action.
- Ice: Water is the element of flexibility and change. While investiture of ice is active, opportunity attacks and grapple checks against you have disadvantage.
- Stone: Earth is the element of stability and tenacity. While investiture of stone is active, you cannot be knocked prone or moved against your will.
- Wind: Air is the element of independence and elusiveness. While investiture of wind is active, your walking speed is doubled.
Mentalist[edit]
Mentalism is a gambit that revolves around exploiting the mental states of others and elevating one’s own. The more advanced of this ilk are infamous for using normal conversations as conduits to puppeteer or exploit unsuspecting strangers. Like their Illusionist peers, Mentalists tend to add standard spellcasting to their repertoire, though they prefer casting that has eloquence to it.
- Spellcasting
When you reach 3rd level, you use advanced magic to manipulate the minds of people around you. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list.
Cantrips. You learn the mage hand cantrip and two other cantrips of your choice from the bard spell list. When you use mage hand, you can choose to make the hand invisible. You learn an additional bard cantrip of your choice at 10th level.
Spell Slots. The Mentalist 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 shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level bard spells of your choice, two of which you must choose from the divination or enchantment spells on the bard spell list. The Spells Known column of the Mentalist Spellcasting table shows when you learn more bard spells of 1st level or higher. Each of these spells must be a divination or enchantment spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the bard spells you know with another spell of your choice from the bard spell list. The new spell must be of a level for which you have spell slots, and it must be a divination or enchantment spell.
Spellcasting Ability. Intelligence is your spellcasting ability for your bard spells, as you use your knowledge of the arcane to warp reality. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier
- Cognitive Dissonance
At 3rd level, you’ve learned to use your trickster magic to get into a creature’s mind, affecting their combat. When a creature you can see makes an attack roll against you or casts a spell targeting you, you can use your reaction to force them to make a Charisma saving throw against your spell save DC. On a failed save, they take psychic damage equal to twice your proficiency bonus and must choose another target within range. If there are no other creatures within range, they lose the attack. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). In addition, you gain resistance to psychic damage.
- Telepathy
At 3rd level, you can form a telepathic connection with a number of willing creatures up to your Intelligence modifier (minimum of 1) as a bonus action. While the designated creatures are within 120 feet of you, they can communicate with you in your mind and vice versa; they cannot communicate with each other, however. You must share a language with a creature to establish a connection. The connection lasts until you complete a long rest or until you use a bonus action to start a new connection.
- Hypnosis
Starting at 7th level, you learn the art of entrancing individuals, making their minds clay for you to mold. After you spend at least 1 minute conversing with a creature that can understand you, you can force them to make a Wisdom saving throw against your spell save DC. On a failed save, the creature is charmed by you for 1 minute.
Before the minute ends, you can choose one of the following effects:
- Drowse: You can force the creature to fall unconscious for 1 hour. The creature wakes up early if it takes damage or if another creature uses an action to physically stir it.
- Candor: You ask the creature up to three questions. They must respond as truthfully as they can.
- Hypochondria: You cause the creature to suddenly become queasy. The creature suffers from the poisoned condition and its movement speed is decreased by 10 ft for 1 hour. The creature or a separate creature within 5 ft of it can make a Medicine check as an action against your spell save DC to help quell the sickness. On a success, the creature feels better and the effect ends.
- Behavior: You plant a trigger (e.g., speaking to the king) in the creature’s head. If it encounters this trigger in the next 24 hours, it must immediately perform an action (e.g., cluck like a chicken) or say a phrase no longer than 25 words. You choose during the 1-minute duration. After performing the desired reaction, or if it does not encounter its trigger in 24 hours, the hypnosis ends. The creature will not harm itself or put itself in immediate harm’s way. If your chosen action would do either, the hypnosis ends.
- Marker: You plant a mental tracker on the creature. For the next 8 hours, you know the creature’s exact location as long as it is on the same plane as you. This effect counts as divination magic for the purposes of items and spells that would affect such magic.
The creature does not automatically know that you tried to manipulate it, whether they succeed or fail on the saving throw. If they succeed, you cannot use this feature on them again for 24 hours. Once you use this feature, you must complete a long rest to use it again.
- Mental Shield
Starting at 10th level, you have immunity to psychic damage and to the charmed condition. In addition, your mind cannot be read unless you allow it.
- Deep Hypnosis
Starting at 15th level, you can now choose from these effects whenever you use your Hypnosis feature:
- Mood Change: You convince the creature to change its demeanor towards you. The creature now regards you and your allies as friendly if it was neutral towards you, or neutral if it was hostile towards you. Their mood is still subject to change depending on how you and your allies treat it.
- Gobbledygook: For the next 2d4 hours, you numb the part of the brain affecting the creature’s speech. It cannot produce intelligible speech in any language, nor cast spells requiring verbal components. The effect can be ended early by a remove curse or similar spell.
- Amnesia: The creature forgets the conversation it had with you and has a gap in its memory of that time. The memory can be restored with a remove curse or greater restoration spell.
- Trance: The creature remains charmed by you for another 2d4 minutes or until you end the effect. While charmed, the creature can only see and hear you; its senses are dulled to its surroundings. If the creature takes damage, or if it can no longer see you, the trance ends.
In addition, you now have 3 uses of the Hypnosis feature per long rest.
- Precognition
Starting at 18th level, you can open your mind’s eye to the world around you. You can cast the foresight spell on yourself as an action. When you cast the spell in this way, it lasts 1 minute instead of its normal duration. While the spell is active, you gain truesight out to 10 ft. Once you use this feature, you must complete a long rest to use it again.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Trickster class, you must meet these prerequisites: Intelligence 13.
Proficiencies. When you multiclass into the Trickster class, you gain the following proficiencies: Armor: light armor Tools: tinker’s tools Skills: Choose 1 from Arcana, Deception, Insight, Investigation, Perception, Performance, Sleight of Hand, or Stealth.
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