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View Full Version : D&D 5e/Next My Class, The Trickster



breckdogg
2019-03-08, 11:25 AM
Level
Proficiency
Class Features
Cantrips
Luck of the Draw


1
2
Cantrips, Luck of the Draw
2
2


2
2
Trickster Feature, Fighting Style
2
2


3
2
Expert
2
2


4
2
Ability Score Improvement
2
2


5
3
Time Squeeze
2
2


6
3
Lucky Idiot, Trickster Feature
2
2


7
3
Luck of the Draw, Three Cantrips
3
5


8
3
Ability Score Improvement
3
5


9
4
Mediator of Wills
3
5


10
4
Tricky Shift
3
5


11
4
Trickster Feature
3
5


12
4
Ability Score Improvement
3
5


13
5
Tricktser Feature
3
5


14
5
Luck of the Draw, Four Cantrips
4
7


15
5
-
4
7


16
5
Ability Score Improvement
4
7


17
6
Trickster Feature
4
7


18
6
-
4
7


19
6
Ability Score Improvement
4
7


20
6
Trick up your Sleeve
4
7





Hit Points
Hit Dice: 1d8 per Trickster level
Hit Points at 1st Level: 8 + Constitution Modifier
Hit Points at Higher Levels: 1d8 (or 6) + Constitution Modifier per Trickster level after 1st

Proficiencies
Armor: Light
Weapons: Simple Weapons, Hand Crossbow, Rapier
Tools: Gaming Sets, Thieves’ Tools
Saving Throws: Dexterity, Intelligence
Skills: Choose 3 from Arcana, Deception, Intimidation, Perception, Sleight of Hand, Stealth

Equipment

(a) Any 2 simple weapons or (b) a hand crossbow with 20 bolts
(a) Three dragon ante or (b) a dragonchess set
(a) Leather armor or (b) hide armor
3 Lockpicks and a deck of ornate cards worth 10gp


Alternatively, you can choose to start with 5d4 x 10 gp


Starting at 1st level
You know two cantrips from the Trickster spell list, You learn a third cantrip at 7th level, and a fourth cantrip at 14th level.

Your Spell Save DC = 8 + your Proficiency bonus + your Intelligence Modifier.
Cantrip list found here (https://colinmarc.com/dndspells/gen.html?40010000100000020000004000000000000a00008 000000000000000010000000000000000000000000).

Starting at 1st level
You gain the ability to use a card from a deck of cards worth at least 10gp. Each card has a different effect. You can draw twice at 1st level, five times at 7th, and seven times at 14th.
Drawing a card, as well as using an effect of said card, takes one Action or Bonus Action.
This action requires you to shuffle the deck of cards between uses.

Your Card Save DC = 8 + your Proficiency Bonus + your Intelligence Modifier


Hearts: The card heals an extra 1d4 per creature effected (if a healing card)
Diamonds: The card extends an extra 10 feet (if an area of effect type card)
Clubs: The card lasts one extra minute (if a lasting effect type card)
Spades: The card deals 1d4 more of the specified damage per creature (if a damage type card)

2: The 2 card deals 5 Bludgeoning damage at first level, 15 at seventh, and 30 at fourteenth, to a single
opponent within 30 feet This damage is considered magical.
Affected by Spades (Bludgeoning)

3: The 3 card deals 5 Piercing damage at first level, 15 at seventh, and 30 at fourteenth, to a single opponent within 30 feet This damage is considered magical.
Affected by Spades (Piercing)

4: The 4 card deals 5 Slashing damage at first level, 15 at seventh, and 30 at fourteenth, to a single opponent within 30 feet This damage is considered magical.
Affected by Spades (Slashing)

5: The 5 card creates a harmless effect up to 20 feet in diameter until your next turn. This can Frighten one character within sight of the effect. The save for this is the creatures Wisdom versus your Card Save DC.
Affected by Clubs

6: The 6 card adds an extra 5 feet of movement speed at first level, an extra 10 at seventh, and 15 at fourteenth, for one minute.
Affected by Clubs

7: The 7 card creates a cube of radiance 5 feet in diameter, within 30 feet until your next turn, it does 1d6 radiant damage to every creature in it at the start of your turn. This increases to 1d8 at seventh level, and 1d10 at fourteenth. This lasts until the end of your next turn. Considered Magical.
Affected by both Diamonds and Clubs (with Clubs it lasts two turns from the casting period)

8: The 8 card heals one ally within 30 feet, 1d8 health at the first level, 1d10 at seventh, and 1d12 at fourteenth.
Affected by Hearts

9: The 9 card locks one character in place until your next turn at first level, 2 turns from the casting period at seventh, and 3 at fourteenth. At the start of the character’s turns, they can make a strength saving throw, the Strength save for this is your Card Save DC.
Affected by Clubs

10: The 10 card grants a +2 to your Intelligence Modifier for one minute. Does not affect concentration
Affected by Clubs

J: The Jack grants a +2 to your Dexterity Modifier for one minute. Does not affect concentration.
Affected by Clubs

Q: The Queen makes one creature Charmed against you until your next turn at first level, until 2 turns from the casting period at seventh, and 3 at fourteenth. They can try to break free by using a Wisdom saving throw, the success for this is your Card Save DC.
Affected by Clubs

K: The King unlocks any nonmagical lock within 30 feet with a save equal to or less than your Card Save DC. Affected by Diamonds

A: The Ace hits the target and explodes in a 5-foot square. It returns to the deck afterword. This deals 1d8 Force damage at first level, 1d12 at seventh, and 1d20 at fourteenth.
Both Diamonds and Spades (Force) effect this.

Black Joker: The Black Joker blinds and/or deafens one hostile not immune within 50 feet, for 2 turns from the casting period at first level, 3 at seventh, and 4 at fourteenth.

Red Joker: The Red Joker heals all friendly characters, excluding yourself, within 20 feet for 4 health at first level, 6 health at seventh, and 10 at fourteenth. Once their health is full, it adds temporary health instead.


Starting at 2nd level
You adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.

Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Close Quarters Shooter (UA): When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.


Starting at 3rd level
Choose one of your skills that you have proficiency in, you double proficiency in that skill. This increases to 2 skills at 10th level.


Starting at 5th level
You seem to squeeze the most out of every second on the battlefield, you gain an extra Bonus Action.
Extra Bonus Action: You get one extra bonus action every turn.


Starting at 6th level
When an enemy scores a critical hit with a weapon attack against you, instead of doing 2 rolls worth of damage, take the lower of the two rolls, and double it.


Starting at 9th level
You can cast Augury once between short rests, using cards (Tarot or a normal deck worth 10gp).


Starting at 10th level
Once per short rest, you are able to “shift” up to 5 feet in any direction as free movement before or after any action taken in combat, while shifting you cannot take opportunity attacks. You cannot go through most solid objects, however, (with your DM's discretion) you can go through netting, the bars of a cell, etc.


At 20th level
Once per long rest, you use an action to restore two Luck of the Draw, your Tricky Shift, and a specified Trickster Feature.



2 out of the 3 subclasses are unfinished, so I would appreciate some input on what class skills I might be able to put in. Thanks!


Proficiencies
You gain proficiency in the Alchemist kit.

Cantrips
You learn the cantrip Produce Flame, it does not count towards your spells known, and is considered a Trickster spell.


Alchemical Engineers use bombs so they don’t have to get their hands dirty, however, they take time and money to make. Throwing the bombs (60ft/80ft) takes one Bonus Action. They cause 1d4 bludgeoning damage if it hits the target. The bombs detonate immediately after your turn is up.

Crafting
To craft a bomb requires a short rest or long rest. You need one metal or leather shell, one foot of rope, and 30sp worth of gunpowder (10 shots). How many you can carry depends on how many you can create during a long rest.

Types of Bombs
Starting at 2nd level
You get the ability to create 1 bomb during a short rest, and 2 during a long. This increases at 5th to 3 bombs during a long rest, 4 at 7th, 5 at 11th, 6 at 13th, and 7 at 17th.

Shrapnel
The shrapnel bomb requires a metal shell. It explodes inside the square it resides, causing 1d4 Force damage, and sends shrapnel out in a 20-foot sphere. Any creature inside the sphere must make a Dexterity saving throw against your Trickster Spell DC or take 3d6 Piercing damage at 2nd level, 4d6 at 5th, 5d6 at 7th, 6d6 at 11th, 8d6 at 13th, and 9d6 at 17th.

Smoke
The smoke bomb creates a massive cube of smoke 30 feet in diameter, when in this smoke things are considered to have 3/4 cover and can see up to 5 feet around them. This lasts either 1 hour or until dispersed by wind ≥10mph.

Stink
The stink bomb requires a leather shell. It expels a horrible smell that can be smelt up to 60 feet away. When within 15 feet of the source, any creature that can smell must use any means to get as far away from the origin as possible. This lasts either 1 hour or until dispersed by wind ≥10mph.

Flame
The flame bomb creates a gout of flame in a 10-foot cube. Any creature inside the cube must make a Dexterity Saving Throw against your Trickster spell DC. If they succeed they take half damage. It causes 2d8 fire damage at 2nd level, 4d8 at 5th, 6d8 at 7th, 10d8 at 11th, 12d8 at 13th, and 14d8 at 17th.


Starting at 6th level
Once per short rest you can line the floor with magical gunpowder in a 5 foot square on a solid surface, when anything enters that space, including thrown objects, it explodes. This ignites anything flammable that’s not being carried inside a 5-foot cube and causes damage equal to the Flame bomb at your level.
Being doused with water deactivates the gunpowder.

This Subclass Is Unfinished



Starting at 2nd level
You learn the cantrip Eldritch Blast, it does not count against your number of cantrips known, and is considered a Trickster spell.

Starting at 2nd level
You gain one Eldritch Invocation from the Warlock List. This increases to 2 invocations at 11th, 3 at 13th, and 4 at 17th. Everytime you level up in this class (or Warlock) you can change one of your Invocations.


Starting at 6th level
When you cast a cantrip, as a bonus action, you can make a weapon attack.


Starting at 11th level
A force of some kind took a liking to you, and sent a small Spider to watch over you. The Spider assumes the form and game statistics of a Spider, it obeys your commands, and you can communicate telepathically with it when it is within 50 feet of you.
When the Spider is on your body, you gain darkvision up to 30 feet, if you already have darkvision, it extends another 30, you can also see through magical darkness up to 30 feet. You also gain a bonus to your Wisdom (Perception) modifier. This bonus equals your Intelligence Modifier (minimum of 1).

In combat, you can roll initiative for the Spider and determine how it acts. If it is slain by a creature, you gain advantage on weapon attacks against that creature for 24 hours.

The Spider does not require sleep and when it is within 50 feet of you it can wake you up as a bonus action.

The Spider disappears if it dies, you die, or you are separated by more than 1 mile. During a short or long rest, it reappears in an unoccupied space within 5 feet of you.


Starting at 17th level
You choose two 6th level Mystic Arcanum from the Warlock Spell List, you can cast one of these spells once per short rest. They do not count against your spells known. When using Trick up your Sleeve you regain the use of this feature.


Confetti Blast
When you cast Eldritch Blast, you can choose to make one opponent surprised instead of dealing damage. The creature must be able to see. They must make a Wisdom saving throw against your spell save DC, if they fail, they are surprised.

Invisible Blast
Eldritch Blast only causes internal damage, and is considered invisible. From the outside, you cannot tell what has happened, however if the body is opened up, the damage can be seen.




Spell Slots
The Dreamer table shows how many spell slots you have to cast your Trickster spells of 1st level and higher. To cast one of these Trickster 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.
When using Trick up your Sleeve you regain either three 1st level spell slots or one 5th level spell slot.
Spell list found here (https://colinmarc.com/dndspells/gen.html?40020004000000000240000000000000500600000 010024400008000000000020000000001000020006009000).

Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the Trickster spell list.

The Spells Known column of the Trickster table shows when you learn more Trickster spells of your choice. Each of these spells must be of a level for which you have spell slots.

Additionally, when you gain a level in this class, you can choose one of the Trickster spells you know and replace it with another spell from the Trickster spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Intelligence is your spellcasting ability for your Trickster spells. 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 Trickster spell 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.

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your Trickster spells.



Level
Spells Known
1st
2nd
3rd
4th
5th


2
2
1
0
0
0
0


3
3
2
0
0
0
0


4
3
2
0
0
0
0


5
4
2
1
0
0
0


6
5
2
1
0
0
0


7
5
1
2
0
0
0


8
6
2
2
0
0
0


9
7
2
2
1
0
0


10
7
2
2
1
0
0


11
8
2
2
1
0
0


12
8
2
2
1
0
0


13
9
2
2
1
0
0


14
9
2
2
1
0
0


15
9
2
2
1
1
0


16
9
2
2
1
1
0


17
10
2
2
1
1
1


18
10
2
2
1
1
1


19
10
2
2
1
1
1


20
10
2
2
2
1
1




Starting at 17th level
You can cast Weird, once per long rest, without material components. It does not count toward your known spells. When you use Trick up your Sleeve you regain the use of this feature.

This Subclass is unfinished