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The Trickster

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.

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
Spell Level Spells
1st heroism, hideous laughter
2nd enlarge/reduce, shatter
3rd slow, stinking cloud
4th confusion, polymorph
5th insect plague, wall of force

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.

Wake of Misfortune

Beginning at 6th level, you can call on your patron to spoil good fortune. When a creature within 30 feet makes a roll with advantage, you may instead force it to make the roll with disadvantage instead.

If the creature fails this roll, it also 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.

Essence of Deception

Starting at 10th 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.

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. Choose a damage type; while the object is held by or on the person of another creature, you can use a reaction 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 nonmagical, 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 lasts for one minute, or until the creature succeeds on its saving throw.

Once you use this feature, you can’t use it again until you finish a long rest.

Section 15: Copyright Notice

The Dragon’s Hoard #8 © 2021, Legendary Games; Jason Nelson, Miguel Colon, Robert J. Grady, Michael “solomani” Mifsud, Matt Kimmel, Scott D. Young, Mark Hart, and Jeff Ibach

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