Trickster (Rogue Archetype)

The trickster is a common archetype in most cultures. These mischief-makers thrive on misdirection, confusion, and juxtaposition. They enjoy wry humor, biting sarcasm, and practical jokes. Sometimes they find legitimate employment as jesters, comedians, or clowns. More often, they survive by less scrupulous means. Tricksters can wield unusual objects as weapons, often for comedic effect. They are innate spellcasters with an affinity for illusions and enchantments. They are skilled humorists and masters of deception, even fooling death.

Bonus Proficiency

You gain proficiency with disguise kits and improvised weapons. You also gain expertise in Charisma (Deception).


Starting at 3rd level, you gain the ability to cast spells, as outlined below.

  • Cantrips. You learn minor illusion and two other cantrips of your choice from the sorceress spell list. You learn another cantrip of your choice at 10th level.
  • Spell Slots. The Trickster Spellcasting table shows how many spell slots you have for casting sorceress spells. To cast one of these 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. Spells Known of 1st-level or higher. You know three 1st level sorceress spells, two of which must be illusion or enchantment spells. The Spells Known column of the Trickster Spellcasting table shows when you learn more sorceress spells of 1st level or higher. These may only be illusion or enchantment spells for a level which you have slots available. Additionally, when you gain a level in this class, you can choose one of the sorceress spells you know and replace it with another spell from the sorceress spell list, which also must be of a level for which you have spell slots.
  • Spellcasting Ability. Charisma is your spellcasting ability for your sorceress spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorceress spell you cast and when making an attack roll with one.
  • Spell save DC = 8 + your proficiency bonus + your Charisma modifier.
  • Spell attack modifier = your proficiency bonus + your Charisma modifier.


Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to cause that creature to suffer a -2 penalty on its roll.

You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.

Words as Weapons

Tricksters specialize in withering insults, provocation, and commenting on the absurdity of life. At 9th level, your comedic skills, comments, and gestures may incite creatures to attack you or cause bystanders to be overcome with mirth. The saving throw for each of these abilities is DC 8 + your proficiency bonus + your Charisma modifier. Each of these abilities can be used one time per long rest. Taunt. As a bonus action, you hurl invectives and personal insults, compelling a creature to attack you. You choose a number of creatures equal to your proficiency bonus or less that you can see within 30 feet of you. Each targeted creature that can see and hear you must make a Wisdom saving throw. On a failed save, the creature is drawn to you, incited by your inflammatory words and gestures. For 1 minute, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw if it attempts to move more than 30 feet away from you; if it succeeds on this saving throw, this ability doesn’t restrict the target’s movement for that turn.

The effect ends if you attack any other creature with a weapon or spell, if a creature friendly to you damages a target or casts a harmful spell on it, or if you end your turn more than 30 feet away from a target.

Joke. As a bonus action, you crack an absurd one-liner, turning a serious situation into a comedy. A number of creatures equal to your proficiency bonus within 20 feet of you and that have Intelligence higher than 5 and understand the language you use must make a Wisdom saving throw or be prone with laughter as the hideous laughter spell for 1 minute. The nearest creatures to you are affected first and you cannot choose who is affected. Each time an affected creature takes damage, and at the end of each affected creature’s turn, it can make another Wisdom saving throw. The creature has advantage on the saving throw if it’s triggered by damage. On a success, the effect ends for that creature.

Trickster Spellcasting
Rogue Level Cantrips Known Spells Known -Spell Slots per Spell Level
1st 2nd 3rd 4th
3rd 3 3 2
4th 3 4 3
5th 3 4 3
6th 3 4 3
7th 3 5 4 2
8th 3 6 4 2
9th 3 6 4 2
10th 4 7 4 3
11th 4 8 4 3
12th 4 8 4 3
13th 4 9 4 3
14th 4 10 4 3 – –
15th 4 10 4 3 2
16th 4 11 4 3 3
17th 4 11 4 3 3
18th 4 11 4 3 3
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1


At 13th level, you become a master of disguise and impersonation. You have advantage on all Charisma (Deception) checks made to alter your identity with a disguise. You can also create a disguise that precisely imitates another person’s mannerisms, speech, and writing. You must spend three hours studying the person and their characteristics you intend to mimic. Casual observers have no chance of detecting your ruse and you have advantage on your Charisma (Deception) checks to deceive anyone who is suspicious of you. Death Deception Upon reaching 17th level, you can fool the hand of death. When an injury would normally reduce you to 0 hit points, you are instead left with 1. You can use a reaction in that moment to become invisible and create an illusion of yourself perishing from the injury. A creature that uses its action to examine the illusory corpse can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. Alternately, you can have the illusion depict you perishing in a nearby hazard, such as falling over a precipice or into an inferno (assuming such hazards are already present). In which case, the illusion ends as soon as the image is out of sight. Finally, you can choose to remain visible and have the illusion depict mortal wounds on your body. As long as you remain prone and motionless, you appear to have died from the injury. Anyone inspecting the wounds can discern the illusion with a successful Intelligence (Investigation) or Wisdom (Medicine) check against your spell save DC.

In any case, the macabre illusion persists for 1 hour or until you dismiss it with a bonus action. Your invisibility also persists for 1 hour, but ends early if you attack or cast a spell. After using this feature, you cannot use it again until you complete a long rest.

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Amazons vs Valkyries: Rogue Archetypes, Copyright 2022, Bloodstone Press

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