

If they fail, they are either frightened of you or charmed by you (your choice, you must choose the same result for all targets) for 1 minute. 8 + your proficiency bonus + your Charisma modifier. If those creatures can understand your language, they must make a Wisdom saving throw vs. Starting at 9th level, as an action, you can choose a number of creatures equal to your Charisma modifier that can see or hear you and begin to boast at them, telling them of your fearsome reputation, the consequences of crossing you, gossip you heard about the creatures and their weaknesses and failings, or whatever you find appropriate to the situation. You regain any expended luck points after completing a long rest (If you are using feats, this point stacks with and works identically to those gained from the Lucky feat). If multiple creatures spend luck points to influence a roll, they cancel each other out, no additional dice are rolled.

You must declare the use of this point before the results of the roll are known. You may spend this luck point to roll an additional d20 for any ability check, attack roll, or saving throw made by you, an ally, or an enemy creature you are aware of, then you choose which d20 result is used. When you reach 3rd level, you gain one luck point. If you have the Brave racial trait, you gain +1 to such saving throws as well. If you chose Intimidate or Deception as a skill augmented by your Expertise feature, add double your proficiency bonus.īeginning at 3rd level, you have advantage on saving throws vs. If you are proficient in Intimidate and Deception, you add your proficiency bonus to the fixed result.

When you make a Charisma (Intimidate) or a Charisma (Deception) check, you use the total of your check or 8 + your Charisma modifier, whichever is higher. A creature who fails an opposed Wisdom (Insight) check is simultaneously intimidated and deceived. When you make a Charisma (Intimidate) check, your result also counts as a Charisma (Deception) check if it includes a lie or exaggeration. When you select this archetype at 3rd level, If you are proficient in Charisma (Intimidate) checks, you are also considered proficient in Charisma (Deception) checks, and vice versa. If all else fails, you are more than a little lucky, and you don’t hesitate to finish a foe with a timely blow. You rely on your self-confidence and your way with words to win the day against superior foes luring them into traps, tricking them into brawls with one another, or simply scaring them away. While creating it, I referred to the archetype as “Jack,” but you could use the name of another stock character suited to your campaign setting, or simply “The Trickster.” This underdog hero has influenced almost every portrayal of a cunning youth in western stories, and so we found it appropriate to adapt as a Rogue archetype for 5th edition. He is characterized by his bravery and guile, his wits (despite a lack of wisdom), and often by his surprising strength, speed, and luck. He was typically portrayed as a young man, unconcerned with values like hard work, and sharing many qualities with tricksters such as Loki and Reynard the Fox. “Jack” was a stock hero in Cornish and English mythology, famous from such stories as Jack the Giant Killer and Jack and the Beanstalk.
