The Trickster
Level Proficiency Bonus Features Cantrips Known Spell Points Spells Known Max Spell Level
1st +2 Trickster Casting, Trickster Focus 2 4 2 1st
2nd +2 Telepathy 2 6 3 1st
3rd +2 2 14 4 2nd
4th +2 Ability Score Improvement 2 17 5 2nd
5th +3 Telekenisis (100lbs) 3 27 6 3rd
6th +3 Trick Focus Feature 3 32 7 3rd
7th +3 Telekinesis (200lbs) 3 38 8 4th
8th +3 Ability Score Improvement 3 44 9 4th
9th +4 Phantasm 4 57 10 5th
10th +4 Trick Focus Feature 4 64 11 5th
11th +4 Levitation 4 73 12 6th
12th +4 Ability Score Improvement 4 73 13 6th
13th +5 4 83 13 7th
14th +5 Trick Focus Feature 4 83 14 7th
15th +5 Mental Reflexes 5 94 14 8th
16th +5 Ability Score Improvement 5 94 15 8th
17th +6 Trick Focus Feature 5 107 15 8th
18th +6 5 114 15 8th
19th +6 Ability Score Improvement 5 123 16 8th
20th +6 Trick Focus (Grandmaster Trick) 5 133 16 9th

Class Features

As a Trickster, you gain the following class features.

Hit Points

  • Hit Dice: 1d8 per Trickster level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Trickster level level after 1st

Proficiencies

  • Armor: Light Armor
  • Weapons: Simple, Martial Weapons
  • Tools: One artisan tool
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose three

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Chain Mail or (b) Chain Shirt, or (c) Leather
  • (a) One two-handed melee weapon or two one-handed melee weapons or a Ranged weapon with 20 pieces of ammunition
  • (a) a Dungeoneer's Pack or (b) an Explorer's Pack

Spells Known at 1st level and Higher

You know two 1st level spells of your choice from the Trickster Spell List.


The Spells Known column on the Trickster table shoows when you learn more trickster spells of your choice. Each of these spells must be of a level for which you have spells slots. For instnace, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Trickster you know and replace it with another spell from the trickster spell list, which also must be of a level for which you can Cast

Spellcasting Ability

Wisdom is your spellcasting ability for your trickster spells, since your energy relise on your cunning enginuity and the ability to maniplutate space and time. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your wisdom modifier when setting the saving throw DC for a Trickster spell you cast and when making a spell attack with one.


Spell Save DC = 8+Your Proficiency Bonus+Your Wisdom Modifier


Spell Attack Modifer = 8 +Your Proficiency Bonus+Your Wisdom Modifier

Spell to Point Cost
Spell Level Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
6th 9
7th 10
8th 11
9th 13

Trickster Casting

With the manipulation of the energy flowing in you and the world around you, you have learned a way to use the magic based on that energy. See chapter 10 of the player's handbook for the general rules of spellcasting. The Trickster spell list is listed at the end of this document.


Cantrips

At 1st level you know two cantrips of your choice from the trickster spell list. You learn additional trickster cantrips of your choice at higher level as shown in the Cantrips Known column of the trickster table.

Spell Points

The Trickster table shows how many spell points you have t5o cast your spells of 1st level and higher. Each spell has a point cost based on its level. Instead of gaining a number of spell slots to cast your spells from the Trickster Magic feature, you gain a pool os spell points instead.


You expend a number of spell points to create a spell slot of a given level, and then use that slot to cast a spell. You cannot reduce your spell poitns total to less than 0, and you regain all spent spell points when you finish a long rest.


Spells of 6th level or higher are particularly taxing to cast. You can use spell points to create one slot of each level of 6th or higher. You can't create another slot of the same level until you finish a long rest.


The number of energy points you have to spend is based on your level as a spellcaster; as shown in the Spell to Point Cost table. Your level also determines your maximum- level spell slot you can create. Even though you might have enough mana to create a slot above this maximum, you cannot do so.

Trick Focus

Tricksters are masters of illusions and create confusion umong their foes, taking the arcane energy in their surroundings and transforming it to fit a situation as they need. Each focus has their own specialitiy in manipulation. Starting at 1st level Tricksters must select a focus to train in.

Telepathy

Starting at 2nd level you learn how to speak telepathically with any creature within 120ft whose presence you are aware of. You do not need to share a language with an individual to communicate this way.


In order to communicate with someone you must spend 1 spell point per minute of conversation (minimum 1). You cannot hear their thoughts and they do not need to respond to you but they may if they wish. They must know at lease one language.

Telekinesis

Starting at 5th level as an action, you can move an object that weighs up to 100 pounds and is within 30 feet of you. You must have 1 hand free to use this. Each use lasts for 5 minutes at a time, you do not have to manipulate the same object for the entire 5 minutes. Upon reaching 7th level the amount of weight you can lift is increased to 200 pounds.

Phantasm

Starting at 9th level by spending 8 spell points, as a bnous action you may create a duplicate of yourself that mimics all of your trickster abilities until it vanishes after 1 minute. Requires concentration.

Levitation

Starting at 11th level by spending 5 mana points your gain the ability to levitate your body, you gain a fly speed of 60 feet for the next 10 minutes.

Mental Reflexes

Starting at 15th level you learn to improve you mental defenses, you gain advantage on wisdom and inteligience saving throws versus spell effects.

Transporter Focus

Tricksters of the Transporter Focus, are masters of movements, weather from quick hops through space and time or through being able to move objects using their own energy. A trickster who chooses this focus gains a Focus Feature at 1st, 3rd, 6th, 10th, 14th, and 17th level.


Transporter Spells

Starting at 1st level you learn 3 spells from the Transporter spell list (at the end of the document). You gain 2 additional ones at 3rd, 6th, 10th, 14th and 1 additional spell at 17th level.

Starting at 3rd level a transporter can as a bonus action, by spending 2 spell points cast dimension door.

Summon Portals

Starting at 6th level by spending 6 spell points a transporter gains the ability to as an acation, summon portals that they can travel between. The first portal must be within 5ft of you when you use this ability however the 2nd one may be any unocupied space within 500 feet. These last for 1 minute and can be used by anyone. You cannot have more than 2 portals up at one time.

Deja Vu

Starting at 10th level you learn how to hieghten your reflexes and defend yourself from attacks. When you are attacked by a weapon you gain a small insight into what's coming next, as a reaction you may spend 5 spell points to impose disadvantage on a single attack.

Chronosphere

Starting at 14th level by spending 8 spell points you can summon a sphere around you of temporal energy casting haste on all allies within the sphere and cast slow on all enemies within the same sphere.

Centralized Planer Portal

Starting at 17th level as an action, by spending 10 spell points, you can create a gravitational pull at the center of a 30 foot sphere within 60 feet of you. Creatures caught within the radius must make a strength saving throw or be sucked in, upon entering this portal a creature takes 8d8 points of force damage and is transfered to the astral plane. Once you use this ability you must take a long rest before using it again.

Spell List

Cantrips (0 Level)
  • Dancing Lights
  • Energy Bolt
  • Friends
  • Light
  • Minor Illusion
  • Prestidigitation
  • Sword Burst
  • Shocking Grasp
  • Control Flames
  • Mage Hand
1st Level
  • Color Spray
  • Disguise Self
  • Silent Image
  • Backfire
  • Bane
  • Cause Fear
  • Chaos Bolt
  • Detect Magic
  • Dissonent Whispers
  • Empathy
  • Expeditioud Retreat
  • Hex
  • Illusionary Script
  • Magic Missile
  • Unseen Servant
  • Zephyr Strike
2nd Level
  • Blur
  • Invisibility
  • Magic Mouth
  • Mirror Image
  • Phantasmal Force
  • Alter Self
  • Blackout
  • Calm Emotions
  • Mind Spike
  • Nystul's Magic Aura
  • See Invisibility
  • Shadow Blade
3rd Level
  • Bestow Curse
  • Hypnotic Pattern
  • Major Image
  • Phantom Steed
  • Phantasmal Killer
  • Counterspell
  • Slow
  • Power Leech
  • Nondetection
  • Haste
  • Enemies Abound

4th Level

  • Charm Monster
  • Chaos Storm
  • Confusion
  • Freedom of Movement
  • Greater Invisibility
  • Hallucinatory Terrain
  • Polymorth
  • Phantasmal Killer
  • Otiluke's Resilient Sphere
5th Level
  • Wall of Force
  • Mislead
  • Dream
  • Creation
  • Seeming
  • Synaptic Static
  • Modify Memory
6th Level
  • Programmed Illusion
  • Contingency
  • Disintegrate
  • Eyebite
  • Globe of Invulnerability
  • Guard and Wards
  • Mental Prison
  • Otto's Irresistable Dance
  • True Seeing
7th Level
  • Mirrage Arcane
  • Project Image
  • Simulacrum
  • Etherealness
  • Forcecage
  • Project Image
  • Symbol
  • Sequester
8th Level
  • Anti Magic Field
  • Feeblmind
  • Glibness
  • Illusonary Dragon
  • Maddening Darkness
  • Mind Blank
  • Teleport
9th Level
  • Imprisonment
  • Psychic Scream
  • Weird

Transporter Focus Spells

Rapid Step


  • Requirement: 1st Level
  • Casting Time: 1 bonus action
  • Cost: 2 Spell Points
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

As a bonus action, you increase your walking speed by 20 feet until the end of your current turn. If you have climbing or swimming speed, this increase applies to that speed as well.

Cloud Steps


  • Requirement: 1st Level
  • Casting Time: 1 action
  • Cost: 2 Spell Points
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

As an action, you conjure forth clouds to create a solid, translucent staircase that lasts until your concentration ends (up to 10 minutes). The stairs form a spiral that filles a 10-foot by 10-foot area and reaches upwar 40 feet.

Nomadic Anchor


  • Requirement: 1st Level
  • Casting Time: 1 action
  • Cost : 2 Spell Points
  • Range: Self
  • Components: V, S
  • Duration: 10 Minutes
  • Concentration: Yes

As an action, you create an invisible, intangible teleporation anchor in a 5-foot cube you can see within 120 feet of you. For the next 10 minutes, whenever you use blink, you can instead teleport to the anchor, even if you cannot see it.


Defensive Step


  • Requirement: 3rd Level
  • Casting Time: 1 Reaction
  • Cost : 3 Spell Points
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

When you are hit by an attack, you can use your reaction to gain a +2 bonus to AC against that attack and possibly turn it into a miss. You then teleport up to 10ft to an unoccupied space you can see.

There and Back Again


  • Requirement: 3rd Level
  • Casting Time: 1 Bonus Action
  • Cost : 3 Spell Points
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

As a bonus action, you teleport up to 20 feet to an unoccupied space you can see, and then move up to half your speed. At the end of your turn you can teleport back to the spot you occupied before teleporting, unless it is now occupied or an a different plane of existance.

Telekinetic Barrier


  • Requirement: 3rd Level
  • Casting Time: 1 Bonus Action
  • Cost : 3 Spell Points
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Concentration: Up to 10 minutes

As an action, you create a transparent wall of telekinetic energy, at least one portion of which must be within 60 feet of you. The wall is 40 feet lon, 10 feet high, and 1 inch thick. The wall lasts until your concentration ends (up to 10 minutes) each 10 foot section of the wall has an AC of 10 and 10 hit points.

Step from Sight


  • Requirement: 6th Level
  • Casting Time: 1 Bonus Action
  • Cost : 5 Spell Points
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Concentration: Up to 5 minutes

As a bonus action, you can turn yourself invisible for up to 5 minutes. By spending additional spell points you can turn up to 2 other creatures which you can touch invisible when casting this spell. Each additional creature requires 5 more points, but no additional time.

Warp Armor


  • Requirement: 6th Level
  • Casting Time: 1 Action
  • Cost : 5 Spell Points
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

As an action, choose a nonmagical suit of armor worn by one creature you can see ithin 60 feet of you. That creature must succeed on a constitution save or the creature's armor vanishes from sight and makes their AC 10+Dex until the end of your next turn.

Sudden Shift


  • Requirement: 10th Level
  • Casting Time: 1 Reaction
  • Cost : 7 Spell Points
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

As a reaction when you are hit by an attack, you shift down to minute size to avoid the attack. The attack misses, and you move up to 15 feet without provoking opportunity attacks before returning to normal size.

Surge of Speed


  • Requirement: 10th Level
  • Casting Time: 1 Bonus Action
  • Cost : 7 Spell Points
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

As a bonus action, you can move up to your movement speed and make an weapon attack.

Psychic Crush


  • Requirement: 14th Level
  • Casting Time: 1 Action
  • Cost : 10 Spell Points
  • Range: Area
  • Components: V, S
  • Duration: Instantaneous

As an action, you create a 20-foot cube of psychic energy within 120 feet of you. Each creature in that area must make a dexterity saving throw. On a failed save, a target takes 8d8 psychic damage and is stunned until the end of their turn.

Danger Sense


  • Requirement: 14th Level
  • Casting Time: On initiative
  • Cost : 10 Spell Points
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

When you roll initiative, you can use this spell to grant youself and up to five creatures of your choice within 60 feet of you a +10 bonus to their initiative roll.

Nomad's Gate


  • Requirement: 17th Level
  • Casting Time: 1 Action
  • Cost : 13 Spell Points
  • Range: 5-foot cube
  • Components: V, S
  • Duration: Instantaneous

As an action, you create a 5-foot cube of dim, gray light within 5 feet of you. You create an identical cube at any point of your choice within 1 mile that you have viewed within the past 24 hours. Until your concentration ends (up to 10 minutes), any willing creature entering one of the cubes immediately teleports to the other one, appearing in an unocuupied space next to it. The teleportation fails if there is no space for the creature to appear in.