Difference between revisions of "Trickster (5A)"

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=== Moment’s Mischief ===
 
=== Moment’s Mischief ===
Starting at 1st level, your patron teaches you how to unleash sudden pranks. As a bonus action, you can cause a creature within 30 feet to make a Dexterity saving throw against your warlock spell save DC. If the creature fails its saving throw, it either drops an item it is holding or falls prone (your choice). Once you use this feature, you can’t use it again until you finish a short or long rest.  
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Starting at 1st level, your patron teaches you how to unleash sudden pranks. As a bonus action, you can cause a creature within 30 feet to make a Dexterity saving throw against your warlock spell save DC. If the creature fails its saving throw, it either drops an item it is holding or falls prone (your choice).  
 
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You can do this a number of times equal to your proficiency bonus and regain all uses when you finish a long rest. You can instead spend an action doing this, in which case it does not count against your limit on uses.
Starting at 1st level, your patron teaches you how to unleash sudden pranks. As an action, you can cause a creature within 30 feet to make a Dexterity saving throw against your warlock spell save DC. If the creature fails its saving throw, it either drops an item it is holding or falls prone (your choice).
 
 
 
You can do this a number of times equal to your proficiency bonus and regain all uses when you finish a long rest. But if you spend an action doing this, it does not count against your limit on uses.
 
  
 
=== Essence of Deception ===
 
=== Essence of Deception ===
 
Starting at 6th level, creatures have disadvantage on Wisdom (Insight) checks made against you or to contest your Charisma (Deception) checks. You have advantage on saving throws granted by spells or effects that compel you to speak the truth, such as Zone of Truth, and if you pass your saving throw, magical detection still indicates you failed.
 
Starting at 6th level, creatures have disadvantage on Wisdom (Insight) checks made against you or to contest your Charisma (Deception) checks. You have advantage on saving throws granted by spells or effects that compel you to speak the truth, such as Zone of Truth, and if you pass your saving throw, magical detection still indicates you failed.
  
=== Reverse of Misfortune ===
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=== Double Out ===
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Starting at 6th level, if you hit a target twice or with your Eldritch Blast on your turn, you can use your Moment’s Mischief ability on them without spending an action or use of the ability.
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=== Reverse Fortune ===
 
Beginning at 10th level, you can call on your patron to reverse fortune. When a creature within 30 feet makes a roll with advantage, you can take a reaction to force it to make the roll with disadvantage instead.  
 
Beginning at 10th level, you can call on your patron to reverse fortune. When a creature within 30 feet makes a roll with advantage, you can take a reaction to force it to make the roll with disadvantage instead.  
 
When a creature within 30 feet roll with disadvantage, you can make it roll with advantage instead.
 
When a creature within 30 feet roll with disadvantage, you can make it roll with advantage instead.
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=== Gift of Chaos ===
 
=== Gift of Chaos ===
At 14th level, you gain the ability to sabotage an object with chaotic energy. You can use an action to imbue an unattended object you can touch with such energy. You can also use it against an attended object with a successful Dexterity (Sleight of Hand) opposed by the target's and nearby witnesses' Wisdom (Perception). If you attempt and fail this roll, you do not have an opportunity to use the power, it does not count against your daily uses.
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At 14th level, you gain the ability to sabotage an object with chaotic energy. You can use an action to imbue an unattended object you can touch with such energy. You can also use it against an attended object with a successful Dexterity (Sleight of Hand) opposed by the target's and nearby witnesses' Wisdom (Perception). If you attempt and fail this roll, you do not have an opportunity to use the power, and it does not count against your daily uses.
  
Choose a damage type; while the object is held by or on the person of another creature, you can use a reaction when within 300 feet to cause the object to explode. Its holder makes a Dexterity saving throw. On a failed save, the creature takes 6d10 damage of the type you chose, or half as much damage on a successful one. The object breaks if it is non-magical, or launches 25 feet in a random direction if it is magical. Additionally, if the target fails its saving throw, it is affected by the Confusion spell, with no initial saving throw. This effect does not require concentration and until the creature succeeds on its saving throw.  
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Choose a damage type; while the object is held by or on the person of another creature, you can use a reaction when within 300 feet to cause the object to explode. Its holder makes a Dexterity saving throw. On a failed save, the creature takes 6d10 damage of the type you chose, or half as much damage on a successful one. The object breaks if it is non-magical, or launches 25 feet in a random direction if it is magical. Additionally, if the target fails its saving throw, it is affected by the [http://dnd5e.wikidot.com/spell:confusion Confusion] spell, with no initial saving throw and no concentration required on your part.  
  
 
You can do this a number of times equal to your proficiency bonus and regain all uses when you finish a long rest.
 
You can do this a number of times equal to your proficiency bonus and regain all uses when you finish a long rest.

Latest revision as of 21:30, 28 May 2023

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This is a Warlock otherworldly patron for 5A.

You have made a pact with an unruly entity whose infamous antics give migraines to mortals, angels, and fiends alike. Tricksters are occasionally counted among the gods, but by nature they defy definition. Their origins and motives are as inscrutable as their moods are fickle. It isn’t even certain whether these patrons are actually subject to pact magic, or if they grant warlocks patronage as a “free” prank for all. Such beings include Anansi the Spider, Brer Rabbit, Coyote, Eris, Loki, Puck, and Rumpelstiltskin.

Greyhawk: Besides the various fey, some gods masquerade as patrons for tricksters. Olidarma is the most famous, but he does so under some disguise or alias, making his identity a riddle for the warlock to solve.

Subclass Features

Expanded Spell List

The Trickster lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Trickster Expanded Spells

1st Disguise Self, Tasha's Hideous Laughter
2nd Enlarge/Reduce, Magic Mouth
3rd Slow, Stinking Cloud
4th Confusion, Polymorph
5th Creation Telekinesis

Moment’s Mischief

Starting at 1st level, your patron teaches you how to unleash sudden pranks. As a bonus action, you can cause a creature within 30 feet to make a Dexterity saving throw against your warlock spell save DC. If the creature fails its saving throw, it either drops an item it is holding or falls prone (your choice). You can do this a number of times equal to your proficiency bonus and regain all uses when you finish a long rest. You can instead spend an action doing this, in which case it does not count against your limit on uses.

Essence of Deception

Starting at 6th level, creatures have disadvantage on Wisdom (Insight) checks made against you or to contest your Charisma (Deception) checks. You have advantage on saving throws granted by spells or effects that compel you to speak the truth, such as Zone of Truth, and if you pass your saving throw, magical detection still indicates you failed.

Double Out

Starting at 6th level, if you hit a target twice or with your Eldritch Blast on your turn, you can use your Moment’s Mischief ability on them without spending an action or use of the ability.

Reverse Fortune

Beginning at 10th level, you can call on your patron to reverse fortune. When a creature within 30 feet makes a roll with advantage, you can take a reaction to force it to make the roll with disadvantage instead. When a creature within 30 feet roll with disadvantage, you can make it roll with advantage instead. If the creature fails the roll, it also either drops an item it is holding or falls prone (your choice). You can do this a number of times equal to your proficiency bonus and regain all uses when you finish a long rest.

Gift of Chaos

At 14th level, you gain the ability to sabotage an object with chaotic energy. You can use an action to imbue an unattended object you can touch with such energy. You can also use it against an attended object with a successful Dexterity (Sleight of Hand) opposed by the target's and nearby witnesses' Wisdom (Perception). If you attempt and fail this roll, you do not have an opportunity to use the power, and it does not count against your daily uses.

Choose a damage type; while the object is held by or on the person of another creature, you can use a reaction when within 300 feet to cause the object to explode. Its holder makes a Dexterity saving throw. On a failed save, the creature takes 6d10 damage of the type you chose, or half as much damage on a successful one. The object breaks if it is non-magical, or launches 25 feet in a random direction if it is magical. Additionally, if the target fails its saving throw, it is affected by the Confusion spell, with no initial saving throw and no concentration required on your part.

You can do this a number of times equal to your proficiency bonus and regain all uses when you finish a long rest.