Base Class: Rogue
Many are born with a natural connection to the Feywild, with the capacity to use it for many things good or bad. A Fey Prankster is able to use their powers to trick and outsmart nearly anyone they meet. Maybe they find a simple delight in harmless pranks, or maybe they do become a more threat to someones' wallet as a charlatan. In battle, a Fey Prankster is able to keep decieving their enemies to maneuver around the battlefield unharmed.
Bonus Proficiencies
When you choose this archetype at 3rd level, your connection with the Feywild teaches you valuable skills. You gain proficiency in Charisma (Deception) and Charisma (Performance).
Your proficiency bonus is doubled for any ability check you make that uses these skills.
Magical Gimmicks
Starting at 3rd level, you learn how to infuse magic into various tricks, traps, and displays.
Gimmicks. You learn 3 Gimmicks of your choice, which are detailed below. Gimmicks can be simple tricks, spells, or traps. Each Gimmick choice is detailed below. If a Gimmick is a spell, Charisma is your casting ability for it.
You learn 1 additional Gimmick at 9th, 13th, and 17th levels.
Complex Gimmicks. Some Gimmicks require more focus to hold than others, they will be marked with, "(C)". You may not have more than one Complex Gimmick active at a time. A Complex Gimmick lasts for one minute or until your activate another Complex Gimmick. You may use your Complex Gimmicks a number of times equal to your proficiency modifier. You regain all expended uses at the end of a long rest.
Saving Throws. Some Gimmicks will require any targets to make a saving throw. The saving throw DC is calculated as follows:
Gimmick Save DC. 8 + your proficiency bonus + your Charisma modifier.
Colorful Distraction
When you take your cunning action as well as the dodge action, you conjure an array of colorful sparkles and confetti to surround yourself. While dodging in this way you gain a bonus to your AC equal to your charisma modifier.
Dragon's Breath Trap (C)
You create a deadly trap that appears as an inanimate object. As a bonus action you conjure a medium or smaller illusion of an object or you may target a medium or smaller object, and as an action you can activate a 30 ft. cone from that object. Any creature in this cone must make a dexterity saving throw against your gimmick save dc or take acid, cold, fire, lightning, or poison damage (you choose when you activate this ability) equal to your sneak attack damage, taking half as much damage on a success.
Glitter Bomb (C)
You place an invisible trap that lies in wait to be set off. As an action, you pick a space that you can see within 60 feet to place an invisible bomb. As a reaction, whenever a creature moves within 5 feet of the bomb, you may detonate it with a blinding light. Creatures within 10 feet of the bomb must make a constitution saving throw or take radiant damage equal to your sneak attack damage and being blinded until the start of your next turn. On a success the creature takes half as much damage and is not blinded. This gimmick ends when detonated.
Hidden Snare (C)
You trap a creature, discouraging it from moving, otherwise it will be ensnared. As an action you point at a creature and an illusory rope appears around its lower half. Until the end of the gimmick, if that creature moves it must roll a strength saving throw or take force damage equal to your sneak attack damage and be hung upside down 10 feet in the air. While hung up like this, the creature is grappled and its attacks are made at disadvantage. On a success the creature takes half as much damage and avoid being hung upside down, ending the gimmick. A creature trapped upside down can use its action to repeat the saving throw, ending the gimmick on a success.
It Was Just a Prank
You attempt to magically convince an enemy that it was, "All just a prank". As an action you speak lies and words of reparations to a hostile creature and it must make a Charisma saving throw against your gimmick save dc. On a fail, the creature is charmed by you until the start of its next turn or until you deal damage to it.
Mystery Oil (C)
A strange liquid spews from your fingertips, covering your weapons. As a bonus action, you coat your weapon or ammunition with an oil that makes it magical for the purpose of overcoming resistance and immunity to nonmagical damage for the duration of the gimmick.
Placebo Persuasion (C)
You convince an ally that you have given them a new found power with your magic. As an action, you tell an ally that you have granted them great power with you magic. That ally gains temporary hit points equal to the roll of your sneak attack damage and has their speed increased by 10 feet until the end of the gimmick, or until the temporary hit points are gone.
Poltergeist Prank
You may cast thaumaturgy at will while ignoring its verbal component.
Slippery Spill (C)
You create an incredibly slippery puddle. As an action, you create a 15ft x 15ft puddle that counts as difficult terrain. A creature must roll a Dexterity saving throw against your gimmick save dc the first time it attempts to move on or off of a tile that your puddle occupies for the first time on its turn. On a fail, the creature falls prone and has it's speed reduced to 0 until the start of its next turn and taking bludgeoning damage equal to your sneak attack damage.
Texture Surprise
You may cast prestidigitation at will. Any effect from the spell that lasts one hour now lasts for one hour or until your next long rest (whichever is longer).
Trick of the Light
You may cast minor illusion at will. You have advantage on any stealth checks made inside this illusion.
Zap Hands (C)
Your hands pulse with electricity. As a bonus action, you rub your hands together until magical electricity forms on them. For the gimmick's duration, you may make an unarmed strike that counts as a finesse weapon for the purpose of allowing sneak attack damage. You are proficient with this attack, and it deals 1d4 lightning damage instead of bludgeoning damage. If you deal sneak attack damage with this attack, the damage is replaced with lightning damage, and the creature targeted by the attack may not take a reaction until the start of your next turn.
Cloak of the Mundane
Starting at 9th level you know how to perfectly mix in with your surroundings. You can attempt to hide even when you are only lightly obscured by buildings, crowds of creatures, foliage, furniture, or other objects.
In addition, you have three-quarters cover when standing behind a creature instead of half cover as long as the creature you are behind is the same size as you or larger.
Master of Distractions
By 13th level, you always know how to create a scene and confuse your foes. As an reaction, when a creature that you can see rolls initiative, you may make a Charisma (Performance) check contested by a creature’s Wisdom (Insight) check, attempt to confuse and slow down the creature.
On a success, the creature must roll for initiative at disadvantage and their speed is reduced by half until the end of their next turn.
Endless Tricks
By 17th level, you always seem to have another trick up your sleeve. You may now use your Complex Gimmicks an amount of times equal to your Charisma modifier + your proficiency bonus. You regain all expended uses at the end of a long rest.
In addition, when you roll for initiative and have no more uses of your Complex Gimmicks left, you regain one use.
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