Cunning Trickster is a Thief class feature which helps Rogues to fulfill the controller role.
You gain the following trick:
Burst 10 within 15 paces ( Bluff vs. Sense)
The target immediately moves up to its speed towards the center of the burst, and is
dazed until the end of your next turn.
The target immediately moves up to half its speed towards the center of the burst, and is
slowed until the end of your next turn.
Each target suffers
disadvantage to Perception checks and Spot defense until the end of your next turn.
At each even level, you may choose a new at-will Trick from this class feature or any of your other class features, or training in a proficiency of your choice.
At each odd level, you may choose a new ranked Trick from this class feature or any of your other class features, or may choose a new class feature from your class.
Sneak Attack or Cunning Trickster
You attack a creature that you were hidden from.
You may make a new
Stealth check to attempt to hide, ignoring the normal -5 penalty to your Stealth roll for attacking while hidden, and you may make this check even if you only have partial concealment. For each creature that you were hidden from at the beginning of the attack, if your new Stealth check result is greater than that creature's Spot defense, you remain hidden to that creature, and it does not know which space the attack came from.
Sneak, Sneak Attack or Cunning Trickster
You must be
unarmored or wearing light armor.
When you enter this stance, you may make a
Stealth check to hide if you have at least partial concealment. Until the stance ends, you do not suffer a penalty to Stealth based on your movement. You may end this stance as a standard action to charge an enemy that is granting you advantage, and gain a +1 stance bonus to your attack roll against that enemy.
First Strike, Nimble Evasion or Cunning Trickster
You would receive a
condition from an attack ( Bluff vs. the Sense of the attacking creature).
You do not gain the
condition, and the attacking creature grants advantage to you until the end of your next turn.
You perform the
clever ruse trick centered on yourself.
You may move up to your
speed as you enter this stance. Each target is marked until you end this stance or they snap out of it. Targets which are marked by your taunting lure suffer disadvantage to all attack rolls against creatures other than you.
You gain all benefits of the
full defense stance and advantage to all Stealth checks until you end this stance.
Creatures which cannot see or hear you at the end of each of your turns automatically
snap out of it at this time, as do creatures which are attacked by your allies.
You may perform a
standard action at during each of your turns to maintain this stance until the end of your next turn. Each creature marked by your taunting lure gets one saving throw to snap out of it and negate the mark when you perform this action; if they do not, they are pulled half their speed towards you and slowed until the end of your next turn.
Rank 1 Tricks
Rank 2 Tricks
Rank 3 Tricks
Ad blocker interference detected!
Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers
Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.