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General Feat (Prerequisite: Level 8+, Charisma 15 or higher, proficiency in Performance or Sleight of Hand)

You have mastered the art of clownish trickery – a collection of bizarre, spell‑like abilities that you perform with lightning speed, requiring no chants or magical gestures. These tricks are more about misdirection and survival than raw power, but they make you extraordinarily slippery and unpredictable.

Ability Score Increase. Increase your Charisma score by 1, to a maximum of 20.

Trick Points. You have a pool of Trick Points equal to your proficiency bonus. You regain all expended Trick Points after a short or long rest. Each of the abilities below (except the passive improvements) costs 1 Trick Point unless stated otherwise. You cannot use a trick if you have no Trick Points remaining.

 

  1. Flaming Jump

Cost: 1 Trick Point • Bonus Action

You phase through a fire spark you left behind or any flame within range. Range: 30 feet (increases to 60 feet at level 12, and 90 feet at level 17). You teleport to an unoccupied space you can see that contains a fire source at least as large as a candle flame. During the jump, you are immune to non‑magical fire damage and have resistance to magical fire damage until the start of your next turn. After you arrive, the immunity ends; if you do not use Flame Controlling (see below) on your next turn, you lose the resistance.

 

  1. Air Bullet

Cost: 1 Trick Point • Action (or reaction when you snap your fingers as part of a skill check)

You snap your fingers or mimic a gunshot sound, launching a compressed air projectile. Make a ranged spell attack using Charisma. Range: 60/120 feet. Damage: 1d8 force damage. This damage increases to 2d8 at level 11, 3d8 at level 15, and 4d8 at level 19. Starting at level 9, you can fire two Air Bullets with one action (each bullet requires its own Trick Point). The bullet is silent and invisible; a target is unaware unless it has truesight or succeeds on a DC 15 Perception check.

 

  1. Paper Figurine Substitute

Cost: 2 Trick Points • Reaction (when you would take damage or be targeted by a curse)

You swap places with a paper figurine you have on your person, leaving a crude body double behind. You take no damage from the triggering attack or effect; the figurine is destroyed. If the effect is a curse, its duration is halved (minimum 1 round) and any ongoing damage is reduced by half. After swapping, you reappear in an unoccupied space within 30 feet of your original position. Creatures that witness the swap must make an Intelligence (Investigation) check (DC = 8 + your proficiency bonus + your Charisma modifier) to realize you swapped; otherwise they believe the paper copy was you.

 

  1. Flame Controlling

Cost: 1 Trick Point per minute • Bonus Action to activate

You freely manipulate flames within range with a simple gesture. Range: 30 feet (increases to 60 feet at level 12, 90 feet at level 17). While active, as an action you can:

  • Ignite or extinguish a flammable object not worn or carried.
  • Shape fire into simple forms (letters, arrows, faces).
  • Move a fire source up to 30 feet.
  • Grant yourself or an ally resistance to fire damage for 1 round (costs an additional Trick Point).

If you maintain concentration (as if concentrating on a spell) for 1 minute, you can absorb one non‑magical fire within range into your body, then exhale it as a 15‑foot cone (2d6 fire damage, Dexterity save for half).

 

  1. Underwater Breathing (Murloc Form)

Cost: 1 Trick Point • Action

You create a thin, invisible air pipe that lets you breathe underwater. Initial pipe length: 10 meters (~30 feet). This length increases by 10 feet at levels 9, 13, and 17 (maximum 60 feet). For 1 hour, you can breathe underwater as if you had gills, and your swim speed equals your walking speed. You gain advantage on Stealth checks in water and can communicate simple ideas with aquatic beasts. If the pipe is physically cut (requires a creature to know it exists and make a DC 20 Perception check), the ability ends early.

 

  1. Bone Softening

Cost: 1 Trick Point • Bonus Action

Your bones become pliable like rubber for 1 minute. You gain advantage on ability checks to escape grapples, restraints (manacles, ropes, chests), and to squeeze through tight spaces (you can fit through spaces one size category smaller than normal). Additionally, you can reduce bludgeoning damage from falls or crushing by an amount equal to your character level (once per use of this ability).

 

  1. Paper Daggers

Cost: 1 Trick Point per dagger (maximum 2 per action)

You turn a sheet of paper (or similar thin material) into a steel‑hard, sharp projectile. Attack: Ranged or melee (finesse, light). Range: 20/60 feet. Damage: 1d6 slashing + your Charisma modifier. The dagger ignores non‑magical slashing resistance and counts as magical for overcoming resistance. It can pierce stone (half damage to objects) and a dragonborn’s flesh. After dealing damage, the paper turns back into normal paper (torn or singed).

 

  1. Drawing Paper as Weapons (Evolution of Paper Daggers)

*Requires level 11+ and Paper Daggers.* Cost: 2 Trick Points • Bonus Action

You shape paper into any simple or martial weapon you have seen. The weapon lasts for 1 hour and is considered magical for overcoming resistance. You can create two weapons with one use, but each costs 1 Trick Point separately. Special tricks:

  • Bat (bludgeoning):On a critical hit, the target must make a Constitution save (DC = 8 + prof + Cha) or be stunned until the end of your next turn.
  • Cane (piercing):If you hit a surprised creature, you can disarm it (no save) as part of the attack.
  • Brick (improvised):+2 to hit, but after one hit it crumbles back to paper.

 

  1. Illusion Creation

Cost: 2 Trick Points • Action (or reaction to transfer sound)

You create realistic illusions fooling sight, sound, and smell. This functions as the major illusion spell but with no concentration required for up to 1 minute. Range: 60 feet, up to a 15‑foot cube. Sound Transfer: As a reaction when you speak, you can make your voice appear to come from any point within range (no extra cost). Smell: Illusions can include any odor; creatures with Keen Smell have disadvantage on Investigation checks to disbelieve. A creature can examine the illusion with an Intelligence (Investigation) check (DC = 8 + prof + Cha).

 

  1. Damage Transfer

Cost: 2 Trick Points • Reaction (when you or an ally within 30 feet takes damage)

As long as you are conscious and can move your hand, you transfer wounds.

  • On yourself:Transfer the triggering damage from one body part to another. A fatal wound (e.g., heart stab) becomes a non‑fatal wound (e.g., arm slash). Damage is halved after transfer.
  • On an ally:You must touch them. Transfer the damage from their body to a different area (same halving). The ally must consent or be incapacitated.
    Limits: Each wound can be transferred only once. Cannot transfer damage to or from objects. Cannot transfer curse or psychic damage.
    Special: You can transfer a wound from an ally to yourself (no halving) as a heroic sacrifice.

 

Passive Improvements (No Cost)

  • Scaling Ranges:Flaming Jump, Flame Controlling, and Underwater Breathing pipe length increase automatically as noted.
  • Air Bullet damage and multiple shots scale with level.
  • Paper Daggers upgrade to Drawing Paper as Weapons at level 11.
  • Trick Points pool equals proficiency bonus (recovered on short/long rest).
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