I am planning on creating a young, reckless, teifling sorcerer who abuses his magic to cause chaos. I want him to be mischievous and very tricksy rather than hard hitting, but I can't seem to find a good build. I've looked at the spells for sorcerer and they seem to have a lot of interesting spells, but it seems like I will have to wait several levels until I can truly be a trickster. I've also looked into other classes, but I don't think they would fit the role play as well. I was wondering if anyone had any interesting builds, including spells, that would fit this character. I am open to hearing about other classes and races as well
Trickery Domain Cleric School of Illusion Wizard Arcane Trickster Rogue
Depends on the type of tricks you want to play. To be funny, to harm, to be greedy, to rule?
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I want him to basically cause chaos whenever he can. Not so much to rule or be greedy, but maybe to be funny and cause harm at the same time. I want him to be like a "Made you look" kind of character in a twisted way
I want him to basically cause chaos whenever he can. Not so much to rule or be greedy, but maybe to be funny and cause harm at the same time. I want him to be like a "Made you look" kind of character in a twisted way
Then illusions will be vital. Trickery Cleric or Illusion Wizard will be the way to go. However, the Arcane Trickster's upgraded, invisible, mage hand is worth a 3-level dip and the rogue starts with more skills so this would be good to start as, then go Illusion Wizard. The Tricker Cleric later, mayhaps, but Arcane Trickster-Illusionist would be good enough.
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Assuming level 1 Sorcerer: If your going for a trickster sorcerer build my picks for cantrips would be:
Message (to make people hear voices in their head), Mage hand (to make people think their forgetful by hiding their stuff), Prestidigitation (for general use), Minor Illusion (because images of people walking into a wall makes people think their being haunted), Combined with a Tieflings innate ability with Thaumaturgy to do things like make ominous shadows and causes all open windows/doors to open and close and you have some fun shenanigans.
For level 1 spells:
Disguise Self (to duplicate & implicate other people), Catapult (because you really are haunted by a poltergeist/oh no what happened to your Ming vase?)
Now this doesn't create a very combat effective first level but gives enough things to pull pranks.You'd rely on a sling or light crossbow and quarterstaff or dagger for combat but then again why tell the truth to your fellow companions? tell them your a rogue (take Charlatan, Criminal or Urchin backgrounds to prove you're a rogue)
For origin: If you went with Draconic you get some bonus HP, innate AC and of course your are not a teifling...see I have scales, I'm obviously a dragon born, Wild Magic adds a certain un-predictibility but is really DM dependant in asking for the rolls, Shadow can supply some interesting options with dropping darkness that you can see through but other cannot as well as giving you a useful companion from level 6, Storm is surprising good especially if you can find a way to spam the level 1 ability (my way would be use drow and take Drow High Magic feat to spam Detect Magic), Divine SOul gets you some spell options and access to cleric spells but I personally find it a little lacking.
Edit: also take arcane spell focus in starting equipment so you won't have to worry about many material components and at 2nd level take subtle spell meta magic so you can spend sorcery points to not have to worry about verbal and somatic components that way its much harder to pin any spell casting on you.
I really like this set up, it fits the sorcerer idea pretty well. It may be difficult to fight without damaging spells but I could at least cause some distraction if I'm not busy causing trouble. What about spells for later levels, like 3-4?
If it helps I made a homebrew Sorc subclass around trickery. Clicky is here.
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going for a character build, be aware this is personal choice for trickster related shenanigans and in no way optimized and using Draconic bloodline (copper dragon as they are supposed to be tricksters and jokers)....also fills more of an advance scout role for making the rest of the party believe you are a rogue.
Using standard stat array (15, 14, 13, 12, 10, 8) ability scores: Str 8, Dex 14, Cons 12, Int 12, Wis 13, Cha 16 (including Tiefling racial bonuses), side note see if your DM would allow the Devils Tongue variant of Teifling from Sword Coasts Adventurers Guide, its like normal but gives you Vicious Mockery/Charm Person/Enthrall instead of Thaumaturgy/Hellish Rebuke/Darkness which would fit a bit more for a trickster type and gives your jokes a psychic sting in the tail.
Starting Equipment: a light crossbow and 20x bolts, 2x dagger, an arcane focus (crystal earring or ring), and a Burglars Pack (instead of the Dungeoneer's or explorers pack), Thieves Tools, 1x Gaming set (if in doubt go for loaded dice or marked cards)
Background: Criminal (sometimes pranks go wrong or aren't appreciated)
Starting skills: Deception & Stealth from Criminal, insight & Persuasion from Sorcerer (for talking you way out of/into trouble and preying on peoples insecurities)
Starting AC 15, Starting HP: 8 (1d6 +2 hp from cons +1 hp from Draconic Origin per level thereafter)
Starting Cantrips: Message (to make people hear voices in their head), Mage hand (to make people think their forgetful by hiding their stuff), Prestidigitation (for general use), Minor Illusion (because images of people walking into a wall makes people think their being haunted/sometimes you need a barrel to hide in)
level 1 spells: Disguise Self (to duplicate & implicate other people), Catapult (because you really are haunted by a poltergeist/oh no what happened to your Ming vase?),
level 2: Spell known: Silent Image (because now your illusion really can appear to walk through a wall and vanish)
level 3: Spells Known I'd add lvl 2 spell Shadow Blade (because you can throw it and summon it back to you, I'd take it before invisibility just to increase your combat options), Meta magic: Subtle Spell (because why bother with verbal and somatic components if you don't have to) and Extended Spell (because double duration!)
level 4: for spells known go for lvl2 spell Invisibility, For a cantrip I'd add Chill Touch (because it stifles regenerating creatures and undead) and for a feat I'd go for Magic Initiate Druid (my personal favourite combo for this is Primal Savagery and Druidcraft or Create Bonfire for cantrips and take Goodberry once per long rest and hey presto no need to worry about rations, Primal Savagery also deals acid damage which ties into the Draconic origin).
level 5: for spell known go for Phantasmal Force ("oh look at those red hot manacles that are tying you to the floor" or "here's 100gp honest guv")
level 6: for spell take Misty Step
level 7: for spell take Polymorph
level 8: for spell add Levitate and for feat add Ritual Caster: Wizard (you just "found" this book lying around, no-one will miss it)
I wouldn't plan beyond level 8 just because you never know what the DM's long term plan is.
EDIT:
If you are interested in homebrew Sorcerer origins this is one I have in my campaign, so you could take Archefey and be a infernal/fey combination, if you took it though you might want to switch out a level one spell for Mage Armour:
Class Name: Sorcerer, Warlock Patron Origin One of your ancestors sold his soul to a patron and became a warlock, unfortunately in the small print was a clause where by the family blood line would forever hold some taint from this. Tainted Blood: At level 1: Choose a warlock patron. When you gain new spells you can choose a spell form your patrons expanded spell list and they count as a sorcerer spell for you. You gain the level one power of your other-worldly patron. You gain one Warlock Invocation as long as you meet all pre-requisites for that invocation (IE: you cannot take book of shadows as you do not have pact of tome), your level in this class is used for determining if you meet the level requirements an invocation. Once the invocation has been chosen it cannot be changed. Indentured Servitude: At level 6: You gain the level six power of your other-worldly patron and gain one more Invocation, Once the invocation has been chosen it cannot be changed. Life-long Servant: At level 14: You gain the level ten power of your other-worldly patron and gain one more Invocation, Once the invocation has been chosen it cannot be changed. You can, but do not have to, take a Pact of Chain, Blade or Tome. If you do you gain the benefits of that Pact but you sell your soul to your Patron and cannot be raised form the dead or resurrected by any means without your Patrons permission. In All But Name: At level 18: You gain the level fourteen power of your other-worldly patron and gain one more Invocation, Once the invocation has been chosen it cannot be changed.
I am planning on creating a young, reckless, teifling sorcerer who abuses his magic to cause chaos. I want him to be mischievous and very tricksy rather than hard hitting, but I can't seem to find a good build. I've looked at the spells for sorcerer and they seem to have a lot of interesting spells, but it seems like I will have to wait several levels until I can truly be a trickster. I've also looked into other classes, but I don't think they would fit the role play as well. I was wondering if anyone had any interesting builds, including spells, that would fit this character. I am open to hearing about other classes and races as well
Trickery Domain Cleric
School of Illusion Wizard
Arcane Trickster Rogue
Depends on the type of tricks you want to play. To be funny, to harm, to be greedy, to rule?
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I want him to basically cause chaos whenever he can. Not so much to rule or be greedy, but maybe to be funny and cause harm at the same time. I want him to be like a "Made you look" kind of character in a twisted way
Then illusions will be vital. Trickery Cleric or Illusion Wizard will be the way to go. However, the Arcane Trickster's upgraded, invisible, mage hand is worth a 3-level dip and the rogue starts with more skills so this would be good to start as, then go Illusion Wizard. The Tricker Cleric later, mayhaps, but Arcane Trickster-Illusionist would be good enough.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Assuming level 1 Sorcerer: If your going for a trickster sorcerer build my picks for cantrips would be:
Message (to make people hear voices in their head), Mage hand (to make people think their forgetful by hiding their stuff), Prestidigitation (for general use), Minor Illusion (because images of people walking into a wall makes people think their being haunted), Combined with a Tieflings innate ability with Thaumaturgy to do things like make ominous shadows and causes all open windows/doors to open and close and you have some fun shenanigans.
For level 1 spells:
Disguise Self (to duplicate & implicate other people), Catapult (because you really are haunted by a poltergeist/oh no what happened to your Ming vase?)
Now this doesn't create a very combat effective first level but gives enough things to pull pranks.You'd rely on a sling or light crossbow and quarterstaff or dagger for combat but then again why tell the truth to your fellow companions? tell them your a rogue (take Charlatan, Criminal or Urchin backgrounds to prove you're a rogue)
For origin: If you went with Draconic you get some bonus HP, innate AC and of course your are not a teifling...see I have scales, I'm obviously a dragon born, Wild Magic adds a certain un-predictibility but is really DM dependant in asking for the rolls, Shadow can supply some interesting options with dropping darkness that you can see through but other cannot as well as giving you a useful companion from level 6, Storm is surprising good especially if you can find a way to spam the level 1 ability (my way would be use drow and take Drow High Magic feat to spam Detect Magic), Divine SOul gets you some spell options and access to cleric spells but I personally find it a little lacking.
Edit: also take arcane spell focus in starting equipment so you won't have to worry about many material components and at 2nd level take subtle spell meta magic so you can spend sorcery points to not have to worry about verbal and somatic components that way its much harder to pin any spell casting on you.
I really like this set up, it fits the sorcerer idea pretty well. It may be difficult to fight without damaging spells but I could at least cause some distraction if I'm not busy causing trouble. What about spells for later levels, like 3-4?
If it helps I made a homebrew Sorc subclass around trickery. Clicky is here.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
going for a character build, be aware this is personal choice for trickster related shenanigans and in no way optimized and using Draconic bloodline (copper dragon as they are supposed to be tricksters and jokers)....also fills more of an advance scout role for making the rest of the party believe you are a rogue.
Using standard stat array (15, 14, 13, 12, 10, 8) ability scores: Str 8, Dex 14, Cons 12, Int 12, Wis 13, Cha 16 (including Tiefling racial bonuses), side note see if your DM would allow the Devils Tongue variant of Teifling from Sword Coasts Adventurers Guide, its like normal but gives you Vicious Mockery/Charm Person/Enthrall instead of Thaumaturgy/Hellish Rebuke/Darkness which would fit a bit more for a trickster type and gives your jokes a psychic sting in the tail.
Starting Equipment: a light crossbow and 20x bolts, 2x dagger, an arcane focus (crystal earring or ring), and a Burglars Pack (instead of the Dungeoneer's or explorers pack), Thieves Tools, 1x Gaming set (if in doubt go for loaded dice or marked cards)
Background: Criminal (sometimes pranks go wrong or aren't appreciated)
Starting skills: Deception & Stealth from Criminal, insight & Persuasion from Sorcerer (for talking you way out of/into trouble and preying on peoples insecurities)
Starting AC 15, Starting HP: 8 (1d6 +2 hp from cons +1 hp from Draconic Origin per level thereafter)
Starting Cantrips: Message (to make people hear voices in their head), Mage hand (to make people think their forgetful by hiding their stuff), Prestidigitation (for general use), Minor Illusion (because images of people walking into a wall makes people think their being haunted/sometimes you need a barrel to hide in)
level 1 spells: Disguise Self (to duplicate & implicate other people), Catapult (because you really are haunted by a poltergeist/oh no what happened to your Ming vase?),
level 2: Spell known: Silent Image (because now your illusion really can appear to walk through a wall and vanish)
level 3: Spells Known I'd add lvl 2 spell Shadow Blade (because you can throw it and summon it back to you, I'd take it before invisibility just to increase your combat options), Meta magic: Subtle Spell (because why bother with verbal and somatic components if you don't have to) and Extended Spell (because double duration!)
level 4: for spells known go for lvl2 spell Invisibility, For a cantrip I'd add Chill Touch (because it stifles regenerating creatures and undead) and for a feat I'd go for Magic Initiate Druid (my personal favourite combo for this is Primal Savagery and Druidcraft or Create Bonfire for cantrips and take Goodberry once per long rest and hey presto no need to worry about rations, Primal Savagery also deals acid damage which ties into the Draconic origin).
level 5: for spell known go for Phantasmal Force ("oh look at those red hot manacles that are tying you to the floor" or "here's 100gp honest guv")
level 6: for spell take Misty Step
level 7: for spell take Polymorph
level 8: for spell add Levitate and for feat add Ritual Caster: Wizard (you just "found" this book lying around, no-one will miss it)
I wouldn't plan beyond level 8 just because you never know what the DM's long term plan is.
EDIT:
If you are interested in homebrew Sorcerer origins this is one I have in my campaign, so you could take Archefey and be a infernal/fey combination, if you took it though you might want to switch out a level one spell for Mage Armour:
Class Name: Sorcerer, Warlock Patron Origin
One of your ancestors sold his soul to a patron and became a warlock, unfortunately in the small print was a clause where by the family blood line would forever hold some taint from this.
Tainted Blood:
At level 1: Choose a warlock patron.
When you gain new spells you can choose a spell form your patrons expanded spell list and they count as a sorcerer spell for you.
You gain the level one power of your other-worldly patron.
You gain one Warlock Invocation as long as you meet all pre-requisites for that invocation (IE: you cannot take book of shadows as you do not have pact of tome), your level in this class is used for determining if you meet the level requirements an invocation. Once the invocation has been chosen it cannot be changed.
Indentured Servitude:
At level 6: You gain the level six power of your other-worldly patron and gain one more Invocation, Once the invocation has been chosen it cannot be changed.
Life-long Servant:
At level 14: You gain the level ten power of your other-worldly patron and gain one more Invocation, Once the invocation has been chosen it cannot be changed. You can, but do not have to, take a Pact of Chain, Blade or Tome. If you do you gain the benefits of that Pact but you sell your soul to your Patron and cannot be raised form the dead or resurrected by any means without your Patrons permission.
In All But Name:
At level 18: You gain the level fourteen power of your other-worldly patron and gain one more Invocation, Once the invocation has been chosen it cannot be changed.