Trickster

### Skills

Choose four from Acrobatics, Athletics, Deception, Electronics, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth

## Equipment

### Options

* a small firearm OR a light melee weapon
* an infiltrator's kit OR a technician's kit
* a survivalist's pack OR an explorer's pack

### Essentials

a steelweave cloak, three clips of ammunition, and a multi-tool

## Class Overview

### At a Glance

Tricksters are versatile support characters who specialise in outsmarting and outmanoeuvring their enemies. If you want to go places you're not supposed to, take things that aren't yours, and look cool doing it; this is the class for you.

### Creating a Trickster

As you create your trickster character, consider where you gained your unique set of skills. Were you raised to a life of crime, or did you fall into it due to necessity and hardship?

Why have you chosen a life of adventure? Does being on the move allow you to maintain your trickster lifestyle with little repercussions? Or are you just good at what you do, and looking to make money from your talents?

## Class Features

### Incredible Skill

At 1st level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with the Infiltrator's toolkit. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.

At 6th level, you can choose two more of your Proficiencies (in Skills or with the Infiltrator's toolkit) to gain this benefit.

### Silent Communication

Being able to communicate quickly without making a sound is vital to many jobs. At 1st level, you understand and can communicate using Universal Sign Language, if you do not already know this language.

### Vanish

A trickster is only as good as their ability to avoid being caught. Starting at 1st level, you can use your bonus action to dash, dodge or hide during combat.

### Talent

At 2nd level, you have begun the journey to become a master trickster, and your talents reflect this. You have a pool of talent points which you can spend on various talents. At 2nd level, you have two talent points, and you gain an additional point every time you level up. You know three talents at 2nd level, which are listed below, and learn more as you gain levels in this class. You may only use this feature once per turn, and you regain all spent talent points upon completing a long rest.

#### *Nimble Strike*

You can spend two talent points to make an extra attack when you take the attack action on your turn.

#### *Quick Reactions*

If you have already used your reaction, you can spend one talent point to use your reaction again. Once you use this talent, you cannot do so again until the end of your next turn.

#### *Reliability*

You can spend one talent point to reroll an ability check or saving throw, and choose either roll. You cannot use this feature multiple times for the same ability check or saving throw, though this feature does stack with advantage. Alternatively, you can use this feature to negate a disadvantage you have for one ability check or saving throw.

### Trickster Trade

At 3rd level, you exhibit a knack for certain activities as you specialise into a particular trickster trade. Choose from Assassin, Infiltrator or Technician, all of which are detailed at the end of this class description. Your choice grants you features at 3rd, 9th, 13th and 17th level.

### Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't improve an ability score above 20 using this feature. You may instead choose a feat rather than improve any ability scores.

### Deft Hands

You are quick with your fingers, and your experience has also made you adept at catching others who are similarly dexterous. At 5th level, you can reload a firearm or switch the item you are holding as a bonus action. Additionally, creatures have disadvantage to any Sleight of Hand checks they make against you.

### Improved Cover

You have learned to make better use of cover to protect you from danger. Also at 5th level, half cover counts as three-quarters cover for you, and three-quarters cover counts as full cover. If you are moving an unconscious creature into cover, they also gain the benefits of this feature as long as they do not move from the position you put them in.

### Agile Dodge

At 7th level, whenever you take the dodge action, you can choose one attack made against you before the start of your next turn and cause that attack to deal half damage. You must declare this before you see the damage roll of the attack. Additionally when you take the dodge action, you only take half damage from failing a Dexterity saving throw and no damage from succeeding one.

### Improved Talent

At 11th level, you learn some extra talent features which help you excel above your peers in certain situations. Additionally, when you take a short rest you can expend one hit die to instead regain 1d6 talent points.

#### *Count On Me*

When you make an ability check which uses your proficiency bonus, you can spend 3 talent points to treat a d20 roll of a 9 or lower as a 10.

#### *Incessant Strikes*

You can spend 3 talent points to make a second extra attack after you take the attack action and use the nimble strike feature on your turn.

#### *Where It Counts*

When you make an attack roll which uses your proficiency bonus, you can spend 3 talent points to treat a d20 roll of a 19 as a critical hit.

### Awareness

A keen awareness of your surroundings is key to the success of any job. At 14th level, you gain a +5 bonus to your initiative and passive perception. Additionally, you cannot be surprised as long as you are conscious.

### Resistance

You have faced a number of challenges over your career, and are becoming increasingly better at overcoming them. At 15th level, you gain proficiency in one other saving throw of your choice.

### Hard To Hit

You become evermore nimble. At 18th level, attack rolls against you can never have advantage, as long as you are not incapacitated.

### Lucky Number

At 20th level, you appear to rely on more than just skill alone, and many believe that luck is the deciding factor in the outcomes of your exploits. Choose a number between 2 and 19. This is your lucky number. Any time you roll your lucky number on a d20, you can treat it as though you rolled a 20.

## Trickster Trades

Whilst there are threads which link all tricksters together, such as their varied skillsets and general nimbleness, each trickster will have a certain knack for something more specific. This is a trickster trade, and your choice reflects your preferred approach to jobs and adventures.

## Assassin

Assassins are tricksters focused on eliminating targets in the quickest, most efficient way possible. Their unique set of skills allows them to deal devastating strikes from the shadows and escape unseen. Many individuals could become an assassin, from hired killers to religious zealots.

### Sneak Attack

As an assassin, your training allows you to take advantage of your foe's distractions, and starting at 3rd level you begin to reap the benefits of this training. Once per turn, you can deal extra damage on an attack which you have advantage on. The attack must use a small firearm, light melee weapon or sniper rifle.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of extra damage is 2d6 at 3rd level, and increases every other level (3d6 at 5th level, 4d6 at 7th level and so on).

### Targeting Sight

At 9th level, any time a creature you hit with an attack on your previous turn moves away from you, it provokes an opportunity attack from you. You must be hidden from the creature to use this feature.

### Thrill of the Kill

At 13th level, you regain 1 talent point if you reduce a creature to 0 hit points using your nimble strike feature, or 2 for using your incessant strikes feature.

### System Shock

Being hit by such devastating blows as your sneak attacks often throws many creatures' bodies into a state of shock. At 17th level, when you hit a creature with an attack and add your sneak attack bonus to it, you can spend 4 talent points to force the creature to make a Constitution saving throw (DC 8 + your Dexterity modifer + your proficiency bonus). Upon a failure, the creature is paralysed until the start of your next turn.

## Infiltrator

Infiltrators are tricksters specialised in the art of lockpicking, trespassing and thievery. They employ quick fingers, cunning minds and agility to complete jobs without ever being seen. Thieves, explorers, pirates and spies might become infiltrators.

### Leaping Shadow

Many of the places you need to reach require a certain level of acrobatics. Starting at 3rd level, you have a climbing speed equal to your walking speed, and the distance of your running jump equals your Dexterity score (minimum 10), if it would not otherwise be higher.

### Light Fingers

Also at 3rd level, using an Infiltrator's toolkit, interacting with objects like levers and buttons, and making Sleight of Hand checks only costs you a bonus action. Additionally, you leave little trace of your work behind after you are done. To notice evidence of you using an Infiltrator's kit, a creature must succeed an Intelligence (Investigation) check (DC 8 + your Infiltrator's Kit proficiency bonus).

### Tools of the Trade

The best tools are often made by the people who will use them. At 9th level, you have created a gadget to help you on your exploits. You can choose one of these gadgets immediately at 9th level, though you can make more by spending 24 hours to create an additional one, as long as your GM agrees that you have reasonable access to the necessary tools and materials. The total amount of gadgets you can have at one time is equal to your Intelligence modifier (minimum 1).

#### *Diffraction Field*

When activated as an action, this device diffracts light in a small bubble around you, rendering you and any worn or carried equipment invisible for 1 hour. You can use this gadget once every long or short rest. Making an attack action causes the effect to end early.

#### *Grappling Hook*

This small device contains 50 feet of retractable rope with a hooked metal end. You are proficient with this tool, and to use it you can make an attack roll using your Dexterity modifier against any point you can see within 50 feet of you. Upon a hit, the hook is anchored and you can reel the grappling hook in. This usually pulls you towards the target point, though your GM may rule that the target point instead comes to you in certain circumstances. In combat, the grappling hook retracts all 50 feet of rope in one turn, and this replaces your normal movement if you use it to move.

#### *Hologram*

This tiny drone can project the image of a Medium or smaller creature around itself, as well as mimicking simple sounds that such a creature might make. The hologram appears to move naturally, though an Intelligence (Investigation) check (DC 8 + your Intelligence modifier + your proficiency bonus) can discern that it is merely a hologram. Once every long or short rest, you can activate the hologram for 1 minute. The drone itself has a flying speed of 60 feet, 1 hit point and an AC of 17.

#### *Nightvision Goggles*

These compact goggles allow the wearer to see in complete darkness, up to a distance of 150 feet. Everything appears as a shade of green whilst looking through these goggles, so you cannot discern colour while using them.

#### *Sleeping Gas*

This wrist-mounted device creates a powerful sleeping gas from the surrounding air, which can be released to render creatures unconscious. As an action, you can release the gas and force any Large or smaller organic creature within 5 feet of you to make a Constitution saving throw (DC 8 + your Intelligence modifier + your proficiency bonus). On a successful save, the creature is woozy and has a disadvantage on their next ability check or attack roll. On a failed save, they fall unconscious for 1 minute. You can use this feature once every long or short rest, as the device replenishes the expelled gas.

### Gadgeteer

At 13th level, your gadgets have become extensions of your own body. Using any gadget costs a bonus action instead of a full action. Additionally, you have advantage to any ability checks made to identify the nature of gadgets or other pieces of technology you find.

### Dismantling Strike

You have become so deft with your hands that you can render a foe's weapon unusable in the heat of battle, to give yourself an edge. At 17th level, when a creature within 5 feet of you is holding a ranged weapon, you can use your action to make a Dexterity (Sleight of Hand) check to partially dismantle the weapon, often by simply ejecting the magazine. The creature must resist with a Dexterity saving throw, and on a failure they cannot use the weapon they are holding. You can also use this feature to disable other items a creature might be holding, such as a bomb, communication device, or toolkit.

## Technician

Technicians are tricksters who excel at anything relating to electronics and computing. With their hacking abilities, they can bend countless electronic devices to their will. This allows them to disable enemy equipment, take control of some mechanoids, and access restricted areas and data.

### Codebreaker

You are familiar with an array of different cybersecurity protocols and practices, and you can exploit this knowledge to break into a wide variety of computer systems. At 3rd level, any time you use your Electronics skill or Technician's kit to interact with a computer, you have advantage on the ability check. Additionally, you can spend 10 minutes interacting with a computer to encrypt it. When you do this, a creature must succeed on an Intelligence check (DC 8 + your Electronics skill modifier) in order to use it.

### Redirect Power

You have the limited ability to harness nearby sources of electricity and channel them into a powerful, last resort attack. At 9th level, you can use your action to spend three talent points, drawing power from nearby electrical devices and releasing it as a 20-foot-radius sphere of energy. All creatures within range must make a Dexterity saving throw, taking 8d6 lightning damage on a failed save or half as much on a successful one. You may also spend 4 talent points to use this feature as a reaction to taking lightning damage. When you use this feature as a reaction, you take half damage from the attack, and deal the remaining lighting damage in the standard 20-foot-radius sphere.

### Assume Control

You have the ability to assert limited control over certain mechanoids, temporarily turning them into tools at your disposal. At 13th level, you can use your action to spend 3 talent points, forcing one mechanoid you can see within 60 feet to make an Intelligence saving throw. Upon failing the saving throw, the mechanoid obeys any commands you give it for one minute. At the end of each of its turns, the mechanoid can repeat the saving throw, ending the effect on a successful save.

### Shutdown Protocol

You have created a device which can emit a powerful signal that forces any nearby computer systems into a temporary shutdown. At 17th level, you can use your action to activate this device. Upon activation, any computers within 30 feet of the device power down for 1 minute. You can select any computers to be omitted from this signal when you take the action. Certain computers, such as robotic brains or quantum supercomputers, may resist this effect by succeeding an Intelligence saving throw (DC 8 + your Electronics skill modifier). Once you use this feature, you cannot do so again until you complete a long rest.