Path of the Trickster in The World of Terra™ | World Anvil
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Path of the Trickster

Spellcasting

When you reach 3rd level, you gain the ability to cast spells from the Wizard  

Cantrips

You learn 2 cantrips of your choice from the wizard spell list.   Additionally, at level 10, you can choose another cantrip from the same list.  

Spell Slots

The Trickster Spellcasting table (see Trickster Spellcasting table) shows how many spell slots you have to cast your spells of 1st level and higher.   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 and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the illusion and abjuration spells on the wizard spell list.   The Spells Known column of the Trickster Spellcasting table (See Trickster spellcasting table) shows when you learn more wizard spells of 1st level or higher.   Each of these spells must be an abjuration or illusion spell of your choice, and must be of a level for which you have spell slots.   Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list.   The new spell must be of a level for which you have spell slots, and it must be an illusion or abjuration spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.  

Spellcasting Ability

  Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization.   You use your Intelligence whenever a spell refers to your spellcasting ability.    In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Intelligence modifier   Spell attack modifier = your proficiency bonus + your Intelligence modifier  
Rogue level Cantrips Known Spell Known 1st lvl spell 2nd lvl spell 3rd lvl spell 4th lvl spell
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 2 5 4 2 - -
8th 2 6 4 2 - -
9th 2 6 5 2 - -
10th 3 7 4 3 - -
11th 3 8 4 3 - -
12th 3 8 4 3 - -
13th 3 9 4 3 2 -
14th 3 10 4 3 2 -
15th 3 10 4 3 2 -
16th 3 11 4 3 3 -
17th 3 11 4 3 3 -
18th 3 11 4 3 3 -
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Arcana Awareness

When you choose this path at 3rd level, as an action, you can open your awareness to the presence of concentrated magic.    Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.   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.  

Magical Draining

  Beginning at 9th level, you can drain magic of creatures with a touch. As an action you touch a creature within 5 feet. The creature must succeed on a Constitution saving throw against your spell save DC, or loses a number spell slot levels equal to your Intelligence modifier.   You lose any spell slot you have drained within 1 hour.   You can use the spell slots drained in this manner to cast spells memorized by your Spell Memorization in the Trickster Spellcasting table. Alternatively, if you have a Spellbook on you, you can cast any spell from that book with these spell slots.   You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  

Another Day

Also at 13th level, when you would be reduced to 0 hit points with an attack, you can move 5 feet as a reaction. If the movement takes you out of the reach of the attack, you take no damage.   Once you use this feature, you can't do so again until you finish a long rest.  

Spell Thief

At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.   Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier.    The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn't need to be a wizard spell).    For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can't cast that spell until the 8 hours have passed.   Once you use this feature, you can't use it again until you finish a long rest.

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