You learn a variety of strange, relatively weak magical tricks. These are Spell-like Abilities – they require no verbal, somatic, or material components, cannot be counterspelled as spells, and are performed with a snap, gesture, or flick of a prop.
- Trick Points:Equal to your Trickmaster level + Charisma modifier (minimum 1). Recovered on a short or long rest.
- Save DC:8 + proficiency bonus + Charisma modifier.
- Gas Transfer
1 TP • Action
You transfer a cloud of toxic or harmful gas from one location to another within range.
- Range:30 ft. Transfer destination must be within 15 ft of you.
- Effect:Choose a gas within range that fits inside a 10 ft cube (e.g., Cloudkill, poison gas, smoke, tear gas). You instantly relocate it to an unoccupied space within 15 ft of you.
- The gas retains its original duration and properties.
- Cannot transfer magical gases of 4th level or higher unless you expend 2 TP per spell level above 3rd.
- Trick use:You can inhale a harmless gas (like perfume) and exhale it at the destination as part of the same action.
- Flash
1 TP • Action (or reaction when you make a Dexterity (Stealth) check to hide)
A dazzling burst of light, several times brighter than an old flash camera.
- Range:Self (15 ft cone or 10 ft radius centered on you).
- Effect:Each creature in the area must make a Constitution saving throw.
- On fail:Blinded until the end of their next turn. Additionally, they have disadvantage on Perception checks relying on sight for 1 minute.
- On success:No blindness, but disadvantages on sight-based Perception for 1 round.
- Creatures with light sensitivityor sunlight sensitivity have disadvantage on the save.
- Does notilluminate the area for others – it is purely a disorienting flash.
- Escape Trick
2 TP • Bonus Action (when you are grappled, restrained, or within 5 ft of a creature)
A combination of props, loud noises, black curtains, or flashes to divert attention and slip away.
- Effect:You become invisible until the end of your current turn and can immediately move up to half your speed without provoking opportunity attacks. This movement ignores difficult terrain.
- Additionally, you can attempt to escape one grapple or restraintas part of this bonus action with advantage.
- This is a lesser form of Blink– you do not leave the plane, but observers must make an Intelligence (Investigation) check (DC = your Trick save DC) to realize you didn't teleport; otherwise they believe you vanished.
- Limitation:Cannot be used if you are incapacitated or have no props/loose clothing.
- Tumble
1 TP • Action (or reaction when a creature moves within 5 ft of you)
Make a 5–6 meter radius area slippery or cause a single target’s footing to slip.
- Choose one of the following effects:
- Area:20 ft radius centered on a point within 60 ft. The ground becomes coated in magical grease (as Grease spell, no concentration) for 1 minute. Creatures entering or starting their turn there make a Dexterity save or fall prone.
- Single target:A creature you can see within 30 ft must make a Dexterity saving throw. On failure, they fall prone and have their speed halved until the end of their next turn.
- Enhancement:At 9th level, the area increases to 30 ft radius; at 15th, to 40 ft.
- Object Manipulation
1 TP • Action
Move or bounce a designated object within range, but without fine control.
- Range:5 meters (~15 ft). Target: An object weighing no more than 10 lbs that is not being worn or carried.
- Effect:You can:
- Slide it up to 15 ft in a straight line.
- Bounce it (vertical or horizontal) up to 10 ft.
- Spin it in place.
- Cannot perform precise operations (opening locks, turning keys, pressing small buttons). The object moves in a clumsy, obvious manner.
- You can maintain control for 1 minute by concentrating (as if on a spell), moving the object up to 15 ft each round as a bonus action.
- Electric Shock
1 TP • Action (requires a conductive medium – metal wire, a coin, or a wet string)
Generate an electric shock similar to non-high-voltage static or household current.
- Range:Touch, or through a conductive medium up to 15 ft long.
- Effect:One creature or object you touch (or that touches the medium) takes 1d4 lightning damage and must make a Constitution saving throw or lose their reaction until the start of your next turn.
- Non-lethal:This shock cannot reduce a creature below 1 hit point unless the creature is vulnerable to lightning damage.
- Utilities:Can ignite flammable gases, short-circuit simple electronic devices (DM discretion), or cause a muscle spasm (disadvantage on next Dexterity check).
- Scales at 11th level: 2d4 damage.
- Freezing
1 TP • Action (ray or touch)
Rapid cooling effect that creates frost or thin ice.
- Range:10 meters (~30 ft) for ray; touch for palm contact.
- Ray:Make a ranged spell attack. On hit, the target takes 1d6 cold damage and has its speed reduced by 10 ft until the end of its next turn.
- Palm touch (melee spell attack):Instead of damage, you can freeze a 5 ft square of water or damp ground into slippery ice (Dex save to cross or fall prone), or coat a lock, hinge, or small object in frost (imposes disadvantage on Dexterity checks to open/manipulate it for 1 minute).
- Non-magical flames you touch are extinguished (campfire size or smaller).
- Loud Noise
1 TP • Action (or reaction when you want to fake an explosion)
A massive sound erupts from a point within range, disrupting attention.
- Range:60 ft. Area: 10 ft radius sphere.
- Effect:Every creature in the area must make a Constitution saving throw or be deafened for 1 minute (save ends at end of each of their turns). On a failure by 5 or more, they are also stunned until the end of their next turn.
- Secondary:The sound can be heard up to 300 ft away. It can mask other sounds (granting advantage on Stealth checks to creatures within the area for the round) or trigger alarms, frighten animals, etc.
- Fake explosion:If used to imitate an explosion, creatures who fail an Intelligence (Investigation) check (DC = your save DC) believe a real explosion occurred.
- Black Curtain
1 TP • Action
Create a lightless curtain out of thin air to conceal objects or creatures.
- Range:30 ft. Size: Up to a 15 ft cube.
- Effect:An area of magical darkness that only blocks light – darkvision cannot see through it, but truesight can. Unlike Darkness, this curtain does not hinder other creatures' senses besides sight.
- Duration:1 minute (concentration).
- You can see through your own Black Curtain. Allies you designate (up to 3) can also see through it.
- The curtain is immobile and can be blown away by a strong wind(20+ mph) in 1 round, or dispersed by Dispel Magic.
- Burning
1 TP • Bonus action (while rubbing your fingers together)
Ignite a flammable object within range with a snap.
- Range:3 meters (~10 ft).
- Effect:You ignite one flammable object not being worn or carried by a creature, provided the object is no larger than a torch, scroll, or small campfire pile.
- The fire is mundane and spreads normally. You cannot deal direct damage to creatures with this ability.
- Combat trick:You can light a fuse, a pool of oil, a web, or a rope holding a trap. As an action, you can aim the ignition at a container of flammable liquid (like a flask of oil) to cause it to ignite on the start of the creature's next turn if not extinguished.
- Fog
1 TP • Action
Generate a bank of fog all around you.
- Range:Self (15 meter radius ~ 50 ft radius). Fog spreads around corners.
- Effect:The area becomes heavily obscured. The fog lasts for 1 minute or until a wind of moderate or greater speed (10+ mph) disperses it.
- Unlike Fog Cloud, this fog is not magicalafter creation – it behaves as natural fog. It cannot be dispelled by Dispel Magic but can be evaporated by fire (1 square per round of direct flame).
- You can see normally through your own fog (if you choose). Allies you designate (up to 3) also gain this benefit.
- At 9th level, you can create two separate fog cloudswithin range with one use.
- Wind
2 TP • Action
Manifest a gale of power equivalent to a level 7 or 8 gale (Beaufort scale: 32–46 mph / 50–74 km/h).
- Range:Self (30 ft line or 15 ft cone from you). Alternatively, a 10 ft radius cylinder centered on a point within 60 ft.
- Effect:Strong wind that:
- Knocks Small or smaller creaturesprone (Dex save to avoid).
- Extinguishes unprotected flames (campfires, torches, lanterns).
- Blows away light objects (paper, fog, gas clouds) up to 30 ft.
- Imposes disadvantage on ranged weapon attacks passing through the wind.
- Duration:Instantaneous for the gust, but the wind persists for 1 round in the area, then fades.
- Upgrade:At 11th level, you can create wind that lasts for 1 minute (concentration) and can be redirected as a bonus action each round.