

Intelligence is your spellcasting ability for your spells, since you learn your spells through dedicated study and memorization. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic. Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the Trickster Knight spell list. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. The Spells Known column of the trickster knight Spellcasting table shows when you learn more spells of 1st level or higher. You know three 1st-level Trickster Knight spells of your choice, two of which you must choose from the enchantment and illusion spells on the spell list. You learn additional cantrips at 3rd and 10th level. At 2nd level, you learn one cantrip of your choice from the Trickster Knight spell list. You start off at 1st level with Mage Hand. You regain all expended spell slots when you finish a long rest.įor example, if you know the 1st-level spell Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast Charm Person using either slot. To cast one of these spells, you must expend a slot of the spell's level or higher. The Trickster Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. You augment your martial prowess with the ability to cast spells. If you are using starting wealth, you have 5d6x10 in funds.( a) a dungeoneer's pack or ( b) explorer's pack or ( c) burglars pack.( a) a light crossbow and 20 bolts or ( b) two handaxes.( a) a martial weapon and a shield or ( b) two martial weapons.You start with the following equipment, in addition to the equipment granted by your background: Hit Dice: 1d10 per Trickster Knight level Hit Points at 1st Level: 10 + Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Trickster Knight level after 1stĪrmor: All armor & shields Weapons: Simple weapons, martial weapons Tools: Gaming set Saving Throws: Strength & Intelligence Skills: Choose four skills from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth, and Survival Second, choose the Knight background.Īs a Trickster Knight you gain the following class features. First, Intelligence should be your highest ability score, followed by Strength. You can make a Trickster Knight quickly by following these suggestions. These roguish fighters include pranksters, mischief-makers, and a significant number of adventurers.Ĭreating a Trickster Knight Quick Build They learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook. The Trickster Knight combines the martial mastery common to all fighters with a careful study of magic, using techniques similar to those practiced by wizards to enhance their fine-honed skills of agility and stealth.
