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  2. Trickster

Trickster

Nets, smoke and feints that take the fight away from your enemies.

A Trickster wins fights without winning duels. A weighted net drops over a raised axe, smoke rolls across the front line, and a well-timed feint opens a giant to a friend's blade. Tricksters rarely land the final blow. They make sure the enemy never lands theirs.

Most Tricksters learned their craft as scouts, poachers, stage performers or trap-setters. They carry a kit of hand-built gadgets: nets, smoke pots, flash powder and stranger things, rebuilt each night by firelight. They think in angles and timing, and they treat every enemy action as something that can be taken away.

In a party, the Trickster decides how the fight goes. Enemies who face one spend their turns tangled, half-blind and swinging at shadows, while the Trickster's allies get the openings they need.

On this page
  1. Core Traits
  2. Becoming a Trickster
  3. Features Table
  4. Class Features
  5. Gadgets
  6. Subclasses
  7. Playtest & Changelog

Core Traits

As you create your Trickster, think about who taught you to build your gadgets. Did you set snares for a poacher's crew, run a smoke-and-mirrors act at a traveling show, or scout ahead of an army that couldn't afford to lose a fight?

Then decide how your character feels about a fair fight. Most Tricksters avoid one whenever they can. Ask yourself what your character would refuse to trick someone into, and who taught them that line.

Quick Build. You can make a Trickster quickly by following these suggestions. Make Dexterity your highest ability score, followed by Intelligence. Choose the Criminal background. Learn the Weighted Net, Smoke Bomb and Flash Powder gadgets.

Core Trickster Traits
Primary AbilityDexterity and Intelligence
Hit Point DieD8 per Trickster level
Saving Throw ProficienciesDexterity and Intelligence
Skill ProficienciesChoose 3: Acrobatics, Deception, Insight, Investigation, Perception, Sleight of Hand, Stealth, or Survival
Weapon ProficienciesSimple weapons, Martial weapons that have the Finesse or Light property, and Nets
Tool ProficienciesTinker's Tools
Armor TrainingLight armor
Starting EquipmentChoose A or B: (A) Leather Armor, Shortsword, Shortbow, Quiver, 20 Arrows, Tinker's Tools, Explorer's Pack, and 11 GP; or (B) 120 GP

Becoming a Trickster

As a Level 1 Character

  • Gain all the traits in the Core Trickster Traits table.
  • Gain the Trickster's level 1 features, which are listed in the Trickster Features table.

As a Multiclass Character

  • Gain the following traits from the Core Trickster Traits table: Hit Point Die, proficiency with Tinker's Tools, and training with Light armor.
  • Gain the Trickster's level 1 features, which are listed in the Trickster Features table.
  • To multiclass into or out of Trickster, you need a score of at least 13 in both Dexterity and Intelligence.

Class Features Table

Trickster Features
LevelProficiency BonusClass FeaturesGadgets KnownKit Capacity
1+2Gadget Kit, Feint, Weapon Mastery34
2+2Sidestep, Field Repairs34
3+2Trickster Subclass45
4+2Ability Score Improvement45
5+3Extra Attack, Quick Toss46
6+3Subclass feature46
7+3Read the Field57
8+3Ability Score Improvement57
9+4Double Feint58
10+4Subclass feature58
11+4Twin Toss69
12+4Ability Score Improvement69
13+5Nothing Up My Sleeve69
14+5Subclass feature69
15+5Endless Feints710
16+5Ability Score Improvement710
17+6Grand Design710
18+6Cover for Them710
19+6Epic Boon811
20+6Master Trickster811

Class Features

As a Trickster, you gain the following class features when you reach the specified Trickster levels. These features are listed in the Trickster Features table.

Gadget Kit

Level 1

You build small devices from rope, powder, glass and clockwork, and you carry them in a kit you rebuild every day.

Gadgets Known. You know three gadgets of your choice from the Gadget list later in this class's description. You learn more as shown in the Gadgets Known column. Whenever you gain a Trickster level, you can replace one gadget you know with another you qualify for.

Assembling Your Kit. When you finish a Long Rest, you can spend 1 hour with Tinker's Tools assembling gadgets. Your kit then holds a number of gadgets equal to your Kit Capacity, in any mix of gadgets you know, and the same gadget can appear more than once. Your gadgets are tuned to your hands; other creatures can't use them.

Using a Gadget. Each gadget says which action it takes to use. Using a gadget removes it from your kit unless its description says otherwise. A gadget marked Heavy takes up two places in your kit.

Saving Throws. If a gadget forces a saving throw, the DC equals 8 plus your Intelligence modifier and Proficiency Bonus.

Feint

Level 1

As a Bonus Action, you choose one creature you can see within 30 feet of you and fake an opening. Until the start of your next turn, the next attack roll against that creature has Advantage, whoever makes it.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Short or Long Rest.

Weapon Mastery

Level 1

Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial weapons of your choice with which you have proficiency. Whenever you finish a Long Rest, you can change the kinds of weapons you chose.

Sidestep

Level 2

When a creature you can see targets you with an attack roll, you can take a Reaction to impose Disadvantage on that roll. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Field Repairs

Level 2

When you finish a Short Rest, you can add a number of gadgets you know to your kit equal to your Intelligence modifier (minimum of one), as long as your kit doesn't exceed your Kit Capacity.

Trickster Subclass

Level 3

You gain a Trickster subclass of your choice. The Snaremaster and Smokewright subclasses are detailed after this class's description. A subclass is a specialization that grants you features at certain Trickster levels. For the rest of your career, you gain each of your subclass's features that are of your Trickster level or lower.

Ability Score Improvement

Level 4

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Trickster levels 8, 12, and 16.

Extra Attack

Level 5

You can attack twice instead of once whenever you take the Attack action on your turn.

Quick Toss

Level 5

When you take the Attack action on your turn, you can replace one of the attacks with using a gadget that takes an Action.

Subclass Feature

Level 6

You gain a feature from your Trickster subclass.

Read the Field

Level 7

You add your Intelligence modifier to your Initiative rolls.

Double Feint

Level 9

When you use Feint, you can choose two creatures instead of one.

Twin Toss

Level 11

When you use a gadget that takes an Action, you can use a second gadget that takes an Action as part of the same action. Once you use this feature, you can't do so again until you finish a Long Rest.

Nothing Up My Sleeve

Level 13

When you roll Initiative and your kit is empty, you add one gadget you know to it.

Endless Feints

Level 15

You no longer have a limit on the number of times you can use Feint.

Grand Design

Level 17

When a creature succeeds on a saving throw against one of your gadgets, you can force it to reroll the save, and it must use the new roll. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Cover for Them

Level 18

You can also use Sidestep when a creature you can see targets an ally within 30 feet of you with an attack roll.

Epic Boon

Level 19

You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Fate is recommended.

Master Trickster

Level 20

When you roll Initiative, you add two gadgets you know to your kit, even if that puts it above your Kit Capacity. In addition, when you use Feint, the next two attack rolls against each target have Advantage instead of only the next one.

Gadgets

The gadgets are presented in alphabetical order. A gadget with a level prerequisite can be learned only once your Trickster level meets it. Thrown gadgets have a range of 30 feet unless their description says otherwise.

Gadgets
GadgetLevelUseEffect in short
Caltrops Pouch1Bonus ActionDifficult Terrain that slows
Flash Powder1Bonus ActionDisadvantage on the next attack, in a cone
Grapnel Line1ActionClimbing line, reusable
Smelling Salts1Bonus ActionA creature at 0 HP gets up
Smoke Bomb1ActionNo Reactions, Disadvantage on attacks, in an area
Weighted Net1ActionSnared: must win a check to move or attack
Tripwire Line3Bonus ActionProne trap
Bola5ActionProne and Speed 0
Choking Cloud9ActionIncapacitated in an area
Glimmer Shard9Bonus ActionNext attack against an ally has Disadvantage
Stagger Charge13ActionStunned

Bola

Level 5+

Choose a creature you can see within range. It must succeed on a Strength saving throw or have the Prone condition, and its Speed becomes 0 until the start of your next turn.

Caltrops Pouch

You scatter caltrops over a 10-foot square within 5 feet of you. For 1 minute, the area is Difficult Terrain. A creature that enters the area or starts its turn there must succeed on a Dexterity saving throw or take 1 Piercing damage and have its Speed reduced by 10 feet until the start of its next turn.

Choking Cloud

Level 9+, Heavy

You throw a powder pot that bursts in a 10-foot-radius Sphere centered on a point within range. Each creature of your choice in the Sphere must succeed on a Constitution saving throw or have the Incapacitated condition until the end of its next turn.

Flash Powder

You throw a pinch of powder that flares in a 15-foot Cone. Each creature of your choice in the Cone must succeed on a Constitution saving throw or have Disadvantage on the next attack roll it makes before the end of its next turn.

Glimmer Shard

Level 9+

You flick a mirrored shard toward yourself or an ally within range. The next attack roll against that creature before the start of your next turn has Disadvantage.

Grapnel Line

You fire a hook and 60 feet of line at a point within 60 feet of you. The hook holds on stone, wood or ice, and the line can hold up to 500 pounds. Climbing the line costs no extra movement. You can recover the hook and line as a Utilize action, and the gadget then returns to your kit.

Smelling Salts

One creature within 5 feet of you that has 0 Hit Points regains 1 Hit Point.

Smoke Bomb

You throw a smoke pot at a point within range. Smoke fills a 10-foot-radius Sphere centered on that point, and the area is Heavily Obscured until the start of your next turn. Each creature of your choice in the Sphere must succeed on a Wisdom saving throw or be unable to take Reactions and have Disadvantage on attack rolls until the end of its next turn.

Stagger Charge

Level 13+, Heavy

Choose a creature you can see within range. It must succeed on a Constitution saving throw or have the Stunned condition until the end of its next turn. On a successful save, its Speed is halved until the end of its next turn.

Tripwire Line

Level 3+

You stretch a line between two points within 30 feet of each other and within 30 feet of you. The first creature other than you that moves across the line within the next minute must succeed on a Dexterity saving throw or have the Prone condition.

Weighted Net

Choose a creature you can see within range. It must succeed on a Strength saving throw or be Snared for 1 minute. At the end of each of its turns, a Snared creature repeats the save, ending the effect on itself on a success. A Huge or larger creature has Advantage on this save. A creature that is already Snared can't be Snared again, but it can still be targeted by your other gadgets.

While Snared, a creature's Speed is halved and it can't take Reactions. Each time it tries to move, make an attack, or do anything else that requires moving freely, it must first succeed on a Strength or Dexterity check (its choice) against your gadget save DC. On a failure, that attempt is lost: the movement doesn't happen, or the attack isn't made.

Trickster Subclasses

Two subclasses are available at level 3: Snaremaster and Smokewright.

Trickster Subclass: Snaremaster

Nothing gets away twice.

Snaremasters learned their trade from trappers and beast-catchers. They weave heavier nets than other Tricksters, throw them farther and tie knots that take a creature's whole turn to undo. Wherever a Snaremaster fights, the biggest threat ends up stuck in place.

Heavy Weave

Level 3

You always know the Weighted Net gadget, and it doesn't count against your Gadgets Known. A creature Snared by you has a Speed of 0, and attack rolls against it have Advantage if the attacker is within 5 feet of it.

Spare Nets

Level 3

When you finish a Long Rest, you add one Weighted Net to your kit. It doesn't count against your Kit Capacity.

Weighted Edges

Level 6

Your weapon attacks deal an extra 1d6 Bludgeoning damage to a creature Snared by you.

Tangled Reactions

Level 10

When a creature Snared by you fails the check to move or attack, it also has the Prone condition.

Net Volley

Level 14

When you use Weighted Net, you can target two creatures within 10 feet of each other. Each makes its own saving throw.

Trickster Subclass: Smokewright

Now you see me. Now you're fighting smoke.

Smokewrights come from the stage and the shadows: illusionists' assistants, smugglers and scouts who learned that the safest place in a fight is somewhere the enemy can't see. They brew thicker, longer-lasting smoke and move through it as if it were clear air.

Smokeskin

Level 3

You can see normally through smoke created by your gadgets. The Sphere of your Smoke Bomb has a 15-foot radius.

Vanish

Level 3

When you use Smoke Bomb, attack rolls against you have Disadvantage until the start of your next turn.

Lingering Smoke

Level 6

The smoke from your Smoke Bomb lasts for 1 minute, and you can end it early as a Bonus Action. A creature that fails the saving throw against it repeats the save at the end of each of its turns while it remains in the smoke, ending the effect on itself on a success. Only one of your Smoke Bombs can linger at a time; using another ends the lingering effect of the first.

Shadow Double

Level 10

When you use Sidestep, the attack roll automatically misses instead of having Disadvantage.

Ghost Line

Level 14

When you use Smoke Bomb, attack rolls against each of your allies within the Sphere or within 5 feet of it have Disadvantage until the start of your next turn.

Playtest & Changelog

v0.1

  • First playtest release: core class, 11 gadgets, Snaremaster and Smokewright subclasses.

Legal

Trickster © 2026 Wildbloom Studio. Compatible with fifth edition. Wildbloom Studio's original content in this class is licensed under the Creative Commons Attribution 4.0 International License (CC-BY-4.0).

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.