Trickster Soul (5e Subclass)

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Trickster Soul[edit]

Sorcerer Subclass

Trickster Sorcerers are mages whom have gained great favor with the god of trickery himself, Loki odinson of the Aesir gods. Those who have been given this power of illusion and mischief tend to be quite varied in their backgrounds due to the flight of fancy of the god of Trickery.

Trickster Magic

You learn additional spells when you reach certain levels in this class, as shown on the Clockwork Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Trickster spells

Sorcerer level spells 1st Vicious mockery, Healing word, Dissonant whispers 3rd Mirror image, Invisibility, silence 5th Fear, Phantom steed, Glyph of warding 7th Hallucinatory Terrain, Raulothim's Psychic Lance, Ego whip 9th Danse Macabre, Bigby's hand, Far step

Crystals of the illusionist

Starting at 1st level you have 2 jade crystals that can be used to empower abilities and spells. You gain more crystals at following levels as stated here: 2 crystals at level 5, 3 at level 10, 4 at level 15 and 5 at level 20. meaning by level 20 you will have a total of 16 jade crystals.

Empowered trickery

Starting at 1st level you may empower your sorcerous abilities in one of a few ways. To this end you will have a Trickery die which is a d6 at 1st level, d8 at level 6, d10 at level 12, a d12 at level 16 and a d20 at level 20. You can increase your to hit for a spell, the DC of a spell saving throw or give the target disadvantage by expending a jade crystal and rolling your trickery die which you will add to a to hit or the DC of a spell saving throw if you use it like that. Or if you're giving them disadvantage you simply use the crystal when casting the spell but you can only use one crystal per turn. When you use a crystal if it hits a creature it will imbed in the creature and give you a plus equal to half a trickery die roll rounded down to successive spell attacks. If a creature with an imbedded jade crystal dies you may pick up that crystal with a bonus action provided you are within 120 feet of it. You may also trade jade crystals out for an amount of sorcery points (1 crystal = 2 sorcery points) however you may only gain these jade crystals back after a short rest if you turned them into sorcery points.

Shattering Return

At 3rd level you may pull one crystal out of an enemy per turn as a bonus action. The crystal will fly back towards you to be reused at your leisure and when you summon it back the crystal deals 2 trickery dice of force damage when retrieved from a foe. This damage will increase to 4 dice at level 10 and 6 dice at level 19.

Perfect Illuision

At 6th level you gain the ability to change into a perfect recreation of any creature or person that you've seen however you gain two abilities of the creature that is decided by your DM. However you have advantage on any check to convince someone that you are that creature or person.

Raining blades

At 14th level you gain the ability to summon an amount of blades as a bonus action equal to 4 trickery dice. You can use this feature a number of times equal to your proficiency modifier. On the turn they were summoned and on consecutive turns using a bonus action you can use up to 4 knives summoned to throw at targets up to 100 feet away. You can either throw all 4 at a single target to do an AOE attack where all creatures within 20 feet of the impact have to make a dex saving throw or take 3 deck dice of damage + charisma modifier and be stunned for one round and take half as much on a failed save, or you can throw knives at individual targets doing 2d6 + charisma of force damage.

True Trickster

At 18th level You gain the ability to choose to roll a d2 when hit, on a 2 you take half damage from that attack. Also if you roll a 1 instead you take double damage but also do double damage for the same amount of attacks you rolled a 1 for. For instance if you use this ability on 5 seperate attacks and you roll a 1 on all 5 then you can do double damage on 5 of your attacks.

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