Fraudster (5e Class)
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This is a class that gets by using dirty tricks to make themselves look powerful and intimidate their opponents.
They can use a attuned magic bag of holding and a few limited cantrips to wreak havoc, even against powerful warriors. They fight with brains, but not the spell casting kind. PS please use this class in anyway you like and if you find or think of any items or spells that would fit how the class plays, please use them. If you find a spell you think would fit better, as long as your dim is okay then swap it in, as long as it fits. This class is made to use and abuse dirty and cheap tricks, so please find more.
Creating a Fraudster
Questions to help a player develop a character
- Quick Build
You can make a fraudster quickly by following these suggestions. First, charisma should be your highest ability score, followed by dexterity. Second, choose the Adopted background
As a Fraudster you gain the following class features.
- Hit Points
Armor: Light armour
Weapons: Daggers and all throwables
Tools: Adventures kit
Saving Throws: Dexterity and Charisma
Skills: Persuasion, Deception, Streetwise
You start with the following equipment, in addition to the equipment granted by your background:
- A dagger
- Ball bearings
- Nets (x2)
- Holy water
- Leather armour
- If you are using starting wealth, you have 10 GP in funds.
|1st||+2||Magic bag of holding|
|2nd||+2||Given healers kit|
|4th||+2||Ability Score Improvement|
|5th||+3||Magic rope, Learn Mold Earth|
|6th||+3||Given Wand of the Roman Candle|
|8th||+3||Ability Score Improvement|
|9th||+4||Bear traps upgrade|
|12th||+4||Ability Score Improvement|
|16th||+5||Ability Score Improvement|
|19th||+6||Ability Score Improvement|
Magic Bag of Holding
This is yours, and it has to be attuned to you. It is nearly indestructible and will always return to you when lost or stolen. If you ever want anything in it then it will automatically be at the top, thus not causeing the use of an action to receive. If somehow lost or stolen it will come back in 30 seconds, or 5 rounds of combat. Any item “given” to you comes from this bag and can be used once after every short rest.
- Healers kit
At 2nd level the bag can make one healers kit allowing you to use spare the dying once after every short rest
- Bear traps
At third level you receive 3 bear traps that can be thrown at enemy’s for an action. They do 1d8 and cause the victim to have one third movement until they use an action to take it off. They can be thrown 15ft or set on the ground, possibly hidden. If an enemy discards a bear trap after its been used, you can use a bonus action to pick it up. At 5th level (when you revive your rope coil) you can attach rope to an bear trap then throw it. Once a creature of your choice is trapped you can pull them - length of the rope - behind you at half movement speed. They also deal 1d10 damage at 5th level. Finally at 9th level they do [(your fraudster level/3)- 1] d10. Eg at 12th level they do 12/3 = 4 , 4-1 = 3 d10.
- Magic rope
You receive a coil of rope that has endless pieces of rope up to 100 feet. This can be used for climbing, tying enemy’s, with bear traps, etc.
Ability Score Increase
When you reach 4th level, and again at 8th, 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 increase an ability score above 20 using this feature.
You learn Mould Earth
You can use this normally as a cantrip, using an action but can also; remove key parts of caves or areas of dirt around trees to make caves collapse and trees fell. You can also use this as a reaction to someone running more than 15ft in a straight line, when they do so yo7 may remove the dirt under there feet so that on the 20ft mark they fall into a hole, knocking them prone and dealing 1d6 damage. You may use this as a reaction twice after each long rest. You may use holes created by this spell as 3/4 cover, but have disadvantage on melee attacks and emery’s have advantage on Melee attacks against you. Finally if a creature of your choice is in a hole, you may mould nearby earth around them, suffocating them and causing them to be constricted for 2 turns. This does 2d6 per turn they are constricted.
Wand of the Roman Candle
At 6th level, you receive a wand that fires 1d6 projectiles that do 1d6 damage each. This takes an action to use, and can be used 4 times after each short rest They can be fired in a spread or at one target of choice. This could be used in conjunction with deception or intimidation to make it look like you a powerful Druid, paladin or wizard. At level 10 the wand fires 2d4 projectiles, 2d6 at level 14 and 3d6 at level 17.
This can easily be used with your other ability’s and is in general a very useful cantrip.
Learn the ability to quickly throw a rock underarm at an opponent as a bonus action, doing one d8 bludgeoning damage.
You learn the enlargement spell and can use it to double something’s size, therefore making it 8 times heavier. You can use this on allies or on things you have thrown, for example you could throw a rock as a bonus action then enlarge it as it is flying causing it to do 4d12 damage, as it is now 8 times heavier. You can cast this once after a short rest and twice after a long rest. It does all the normal things this spell should also be able to do.
They contain 3 tiny animals from: spider , Scorpion, crab and depend on where you long rest. Eg Lon great in a dungeon you may only find spiders, and only crabs at sea. Pick with your dms advice. These bottles can be used twice after a long rest and use an action. They do 1d8 bludgeoning damage and realise the animals inside. The animals are hostile to all party’s except each other. You can use enlargement on them to turn them into their giant variants.
These are glass bottle that contain 3 tiny animals, from crab, spider, or scorpion depending on the environment where you long rest. Eg: if your in a dungeon, scorpions and spiders, if your at sea, then crabs. You have 2 bottles of tiny animals after each long rest. They can be throw at enemy’s, doing 1d8 bludgeoning and having the critters spawn on them. The animals are hostile to you/ your party and will attack the nearest creature other than each other.
At 14th level you gain additional advantage in luck and are proficient in persuasion
At 15th level you receive a magnet that can be throw 15ft using an action. When an creature go’s in its radius if they using metal gear (swords,axes etc) they have to make a DC15 strength saving throw or lose there weapon. It will be pulled to the magnet and can be picked up using a bonus, or normal action, however requiring a DC16 strength check(not saving throw). If a creature makes an attack roll in this area they must repeat the DC15 saving throw. Creatures wearing metal armour in the area will be pulled 10ft towards the magnet at the start of their turn and while in its pull have disadvantage on attack rolls.
At 17th level you gain an additional bag of holing (as a “given” item from you first, so it will regenerate once after each long rest.) Having nothing to put in it you decide to stuff it with rocks and it can fit 32. When you are 5ft away from a creature of choice you may dump o7t the bag onto them. You can dump up to 8 at a time, but 16 if you take a level of exhaustion. They do 1d6 each, so you would (normally) do 8d6. The chosen creature also has to make a DC12 (8 rocks) or DC17 (16 rocks) strength saving throw or be knocked prone.
You figure out that when 2 bags of holding go inside on anthother it creates an astral rip and forms a black hole to the Astral plane. You may use this in combat by throwing your bags of holding towards a spot, using an action.. Once the black hole forms enemy’s medium or smaller make a DC16 con save to not be sucked in, Lareg DC12 and huge DC9. However Gargantuan and bigger creature will lose a limb, dealing 10d10 damage and causing bleeding. Further inflict damage/disadvantages at your dms discretion. Eg, if you look out a leg, maybe it’s movement speed is 1/4, or it causes the bleeding effect. You will get your bags of holding back after 5 turns, however can only use this ability once a week or risk your soul being torn from your body and lost in the astral plane.
After so many years of throwing things to use in combat, your throwing arm has become swole. Gain advantage on all throwing checks (accuracy/strength), and anything thrown by you does an extra 2d8. You can also throw things twice as far as you normally should be able to.
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: