MyContent (5e Race)
From D&D Wiki
- 1 Trickster
- 1.1 Physical Description
- 1.2 History
- 1.3 Society
- 1.4 Trickster Names
- 1.5 Trickster Traits
|“||I cause mischief, I’m very good at that. However, whether what I do next will happen in your favor or be your undoing is entirely up to you.||”|
Trickster are almost indistinguishable from others of their kinship, but most of them have one distinct key feature that sets them apart from the rest, that being horns, a tail, iridescent eyes, grey skin or maybe a voice that carries along the feint sound of a metallic wind chime.
One feature sources seem to be unanimously agreeing on, is the fact that a Trickster’s face sometimes seems to shift and contort, grinning a crooked smile that seems impossible to make regarding their physique or that their eyes seemingly stare directly from across the room.
A Trickster has various ways of becoming what they are. Usually, one becomes a Trickster at birth, carrying with them the blessing (or curse) of one of the many Trickster deities out there. Who knows, maybe you’re even directly related to them. Maybe one day you found yourself in the estranged lands of the Fey Wilds, whose wild and vast natural magic energies slowly changed you into what you are now. Maybe you forged a pact with an outer god to be their herald and bring upon change by beginning anew on the ruins of society. Whatever it is, anyone who proudly declares themselves a Trickster has mischief in their blood and will miss no opportunity to sow it wherever they go.
Compared to other races that bow to the rules of a chance meeting, a twist of fate, divine intervention or simply a hiccup of nature, Tricksters are considered fairly rare. A chance meeting between two Tricksters is both unlikely as well as an event that people pray never to occur. Although they prefer a live in larger cities and flourish in social contact, Tricksters mostly keep to themselves, rarely forming even simple relationships to other people, the latter stemming from the fact that Tricksters are usually avoided by society due to their unpredictable nature.
An experienced Trickster well familiar with their ability to sow chaos can leave a village in a state of ruin over the course of five days or, if they for some reason decide to take a liking to it, declare it worthy of their protection. The favor of a Trickster can be a fountain of fortune and good luck. Vice versa, a Trickster’s rage is considered to be the epitome of a living hell.
Although Tricksters have a name like everybody else, it is unlikely that they will ever tell them to someone else. Despite that, Tricksters adopt names from take on names from a variety of races, mostly human ones though. It isn’t unheard of that some Tricksters adopt names of other Trickster deities.
Male: Anansi, Joker, Loki, Lugh, Sun
Female: Ate, Eris, Laverna, Raven
Spirits of freedom and born pranksters, these agents of mischief leave out no opportunity to cause a little chaos, for better or worse.
Ability Score Increase. Your Charisma score increases by 2 and either your Wisdom or Intelligence score increases by 1.
Age. Unless directly killed, Trickster do not succumb to any drawbacks that would indicate old age. Although many Tricksters have met their untimely demise, they can live up to almost a thousand years. They are considered to reach maturity after around 20 years, but a Trickster never really “grows up”.
Alignment. It is a Tricksters very nature to cause chaos wherever they go and listen to no one but themselves. Whether that means you are spreading your mischief in order to free humanity from the shackles of some sort of greater evil or simply out of pure sadism varies from Trickster to Trickster but none bow their head before another creature. According to this, mainly all Tricksters represent a Chaotic alignment.
Size. Your general size is medium, although that may include everything from a towering giant of well over 6 feet to a inconspicuous dwarf of 5 feet.
Speed. Your base walking speed is 35 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Simple Parlor Trick. You create falsehood as easy as taking a breath. You naturally know the minor illusion cantrip.
Falsehood amidst truth. Thanks to your play of words and skilled tongue, you have talked yourself out of a number of precarious situation and maybe even blamed the fault on someone else entirely. You are naturally proficient in the Deception skill.
A very particular Set of Skills. You gain two skill proficiencies of your choice and one tool proficiency of your choice.
The Ace up the Sleeve. Every Trickster has their specialty in which no one can outclass them. Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose can't benefit from another feature, such as Expertise, that doubles your proficiency bonus.
Wisdom of the Fool. You have advantage on saving throws against being charmed and magic can’t put you to sleep. Additionally, you have advantage on Wisdom saving throws against illusions.
Languages. You can speak, read, and write Common and two other languages of your choice.
Trait of the Prankster
Tricksters are born with one specific ability that aids them in their quest. Choose one of the below Traits that make you unique as you are
Wings of Freedom
You have a pair of magnificent wings that you can bring forth whenever you whish to and represent your unbound spirit. You gain a flight speed of 30 feet. This speed reduces to 20 feet when wearing medium armor, and you cannot fly while wearing heavy armor. Your wingspan is each that of your height.
Slippery as an eel you are, your form can be diffiult to grasp, which has helped you in a number of cases in which escaping seemed like a thing of the impossible. As an action, you can put yourself under the same of the spell gaseous form (no components required), except you can talk in this state. You, however, still can’t physically interact with objects or cast spells. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Mystic Eyes of the Fool
Thou art the Fool, a maker of mischief before the Gods. None other shall deceive thine perception but yourself. You can give yourself Truesight for ten minutes and have to complete a long rest before using this feature again.
Blood of the Changeling
Trouble comes in many forms and shapes and your actions are no exception. Having been bestowed upon the gift of transformation, you take things to the next level by taking the form of, say, ones greatest fear. You can naturally cast alter self. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Charlatan’s Escape Route
Sometimes, or rather all the times, a Trickster finds themselves in a situation where they need to bail as fast as possible. First, as a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Secondly, you can naturally cast spider climb, no components required. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Although you rarely run into this problem, some people simply need a gentle nudge into the right direction, to achieve the desire they didn’t even known they had up until this point. You can naturally cast the spell suggestion. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Outplaying the Grim Reaper
You have managed to cheat yourself around the consequences of a number of things, such as a fight, a bet, your word and probably one or two relationships. Why not add Death to the list of things you made an obscene gesture at. When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a Long Rest.