What Makes a Trickster
A trickster wins by making people believe the wrong thing: who you are, where you are, or what is about to happen. In D&D that comes from three things working together:
- Skills for talking and sneaking: Deception, Stealth, Sleight of Hand, Persuasion and Insight.
- Spells that fake the world: illusions, disguises and charms.
- A plan the other players can follow, so the con does not stall the table.
This guide uses the 2024 rules. Ability score increases come from your background, so any species can play any trickster.
Thrain's take
The best lie is a small one. Tell me what you want the guard to believe, give him a reason to believe it, and roll. A trickster who explains the con before rolling gets a lot more out of me than one who rolls first and makes it up after.
Best Classes for a Trickster
Legendary: build around it
Epic: excellent
Rare: good
Uncommon: works
Common: weak fit
Bard
Charisma caster with
Expertise
ExpertiseLevel 2 featureYou gain Expertise (see "Rules Glossary") in two of your skill proficiencies of your choice. Performance and Persuasion are recommended if you have proficiency in them. At Bard level 9, you gain Expertise in two more of your skill proficiencies of your choice. at level 2 and the best list of charms and illusions. A College of Lore bard adds three more skills and
Cutting Words
Cutting WordsLevel 3 featureYou learn to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others..
Legendary
Rogue
Expertise at level 1,
Cunning Action
Cunning ActionLevel 2 featureYour quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide. to hide every turn, and the Thief's
Fast Hands
Fast HandsLevel 3 featureAs a Bonus Action, you can do one of the following. Sleight of Hand. Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves' Tools or to pick a pocket. Use an Object. to lift a key mid-conversation.
Legendary
Warlock
Charisma casting and the Mask of Many Faces invocation:
Disguise Self
Disguise Self1st-level IllusionCastingActionRangeSelfDuration1 hourYou make yourself, including your clothing, armor, weapons, and other belongings on your person look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. at will from level 2. The Fiend patron adds
Suggestion
Suggestion2nd-level EnchantmentConcentrationCastingActionRange30 feetDuration8 hoursSaveWisdomYou suggest a course of activity, described in no more than 25 words, to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies..
Epic
Sorcerer
Subtle Spell casts with no words or gestures, so nobody in the room knows magic was used. The perfect charm.
Epic
Wizard
Every illusion in the book, but Intelligence does nothing for Deception or Persuasion.
Rare
Ranger
A good sneak with
Pass without Trace
Pass without Trace2nd-level AbjurationConcentrationCastingActionRangeSelfDuration1 hourYou radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks., but little for talking your way in.
Uncommon
Best Species for a Trickster
Halfling
Naturally Stealthy lets you hide behind anyone bigger than you, and Luck rerolls a 1 on the Deception check that matters.
Legendary
Tiefling
Thaumaturgy
ThaumaturgyTransmutation cantripCastingActionRange30 feetDuration1 minuteYou manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time. Altered Eyes. You alter the appearance of your eyes for 1 minute. Booming Voice. for spooky effects on demand, and a Fiendish Legacy cast with Charisma.
Epic
Gnome (Forest Gnome)
Minor Illusion
Minor IllusionIllusion cantripCastingActionRange30 feetDuration1 minuteYou create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again. for free, the trickster's best cantrip, plus Advantage on mental saves when someone tries to read you.
Epic
Human
Skillful adds a skill and Versatile adds the SkilledSkilledOrigin featYou gain proficiency in any combination of three skills or tools of your choice. feat: three more proficiencies to cover every lie and lock.
Rare
Elf (Drow or Wood Elf)
Wood Elf gets
Pass without Trace
Pass without Trace2nd-level AbjurationConcentrationCastingActionRangeSelfDuration1 hourYou radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks. at level 5. Drow gets
Darkness
Darkness2nd-level EvocationConcentrationCastingActionRange60 feetDuration10 minutesFor the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it. for the getaway.
Rare
Skills and Background
Put Expertise into Deception first, then Stealth or Sleight of Hand depending on whether your tricks happen in conversation or in the shadows. Insight tells you when the con is not working.
For a background, Criminal is the classic: Stealth, Sleight of Hand, Thieves' Tools and the AlertAlertOrigin featWhen you roll Initiative, you can add your Proficiency Bonus to the roll. feat. A Charisma trickster can take Acolyte instead for the Charisma increase and Magic InitiateMagic InitiateOrigin featChoose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. (Cleric), which brings
Command
Command1st-level EnchantmentCastingActionRange60 feetDurationInstantaneousSaveWisdomYou speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: - Drop. The target drops whatever it is holding and then ends its turn. - Flee. along.
Best Trickster Spells
Cantrips

Minor IllusionIllusion cantripCastingActionRange30 feetDuration1 minuteYou create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.
Minor Illusion
Minor IllusionIllusion cantripCastingActionRange30 feetDuration1 minuteYou create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.
A crate to hide in, a voice down the hall

Mage HandConjuration cantripCastingActionRange30 feetDuration1 minuteA spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
Mage Hand
Mage HandConjuration cantripCastingActionRange30 feetDuration1 minuteA spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
Plant or lift things at 30 feet

PrestidigitationTransmutation cantripCastingActionRange10 feetDuration1 hourYou create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time. Sensory Effect.
Prestidigitation
PrestidigitationTransmutation cantripCastingActionRange10 feetDuration1 hourYou create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time. Sensory Effect.
Small convincing details

ThaumaturgyTransmutation cantripCastingActionRange30 feetDuration1 minuteYou manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time. Altered Eyes. You alter the appearance of your eyes for 1 minute. Booming Voice.
Thaumaturgy
ThaumaturgyTransmutation cantripCastingActionRange30 feetDuration1 minuteYou manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time. Altered Eyes. You alter the appearance of your eyes for 1 minute. Booming Voice.
Booming voice, slamming doors
1st Level

Disguise Self1st-level IllusionCastingActionRangeSelfDuration1 hourYou make yourself, including your clothing, armor, weapons, and other belongings on your person look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter.
Disguise Self
Disguise Self1st-level IllusionCastingActionRangeSelfDuration1 hourYou make yourself, including your clothing, armor, weapons, and other belongings on your person look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter.
Be someone else for an hour

Charm Person1st-level EnchantmentCastingActionRange30 feetDuration1 hourSaveWisdomOne Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it.
Charm Person
Charm Person1st-level EnchantmentCastingActionRange30 feetDuration1 hourSaveWisdomOne Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it.
They know afterward, so leave first

Silent Image1st-level IllusionConcentrationCastingActionRange60 feetDuration10 minutesYou create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.
Silent Image
Silent Image1st-level IllusionConcentrationCastingActionRange60 feetDuration10 minutesYou create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.
A fake wall, guard or door

Command1st-level EnchantmentCastingActionRange60 feetDurationInstantaneousSaveWisdomYou speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: - Drop. The target drops whatever it is holding and then ends its turn. - Flee.
Command
Command1st-level EnchantmentCastingActionRange60 feetDurationInstantaneousSaveWisdomYou speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: - Drop. The target drops whatever it is holding and then ends its turn. - Flee.
One word: flee, drop, halt
2nd and 3rd Level

Suggestion2nd-level EnchantmentConcentrationCastingActionRange30 feetDuration8 hoursSaveWisdomYou suggest a course of activity, described in no more than 25 words, to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies.
Suggestion
Suggestion2nd-level EnchantmentConcentrationCastingActionRange30 feetDuration8 hoursSaveWisdomYou suggest a course of activity, described in no more than 25 words, to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies.
A reasonable request they must follow

Invisibility2nd-level IllusionConcentrationCastingActionRangeTouchDuration1 hourA creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.
Invisibility
Invisibility2nd-level IllusionConcentrationCastingActionRangeTouchDuration1 hourA creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.
Walk past the guards

Pass without Trace2nd-level AbjurationConcentrationCastingActionRangeSelfDuration1 hourYou radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.
Pass without Trace
Pass without Trace2nd-level AbjurationConcentrationCastingActionRangeSelfDuration1 hourYou radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.
The whole party sneaks at +10

Major Image3rd-level IllusionConcentrationCastingActionRange120 feetDuration10 minutesYou create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration.
Major Image
Major Image3rd-level IllusionConcentrationCastingActionRange120 feetDuration10 minutesYou create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration.
Illusions with sound, smell and heat
Three Trickster Builds
TalkerThe Con Artist
- Species
- Gnome (Forest Gnome)
- Class
- Bard (College of Lore)
- Background
- Acolyte (Magic InitiateMagic InitiateOrigin featChoose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest.)
8STR
14DEX
13CON
10INT
13WIS
17CHA
Expertise in Deception and Persuasion,
Charm Person
Charm Person1st-level EnchantmentCastingActionRange30 feetDuration1 hourSaveWisdomOne Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. and
Disguise Self
Disguise Self1st-level IllusionCastingActionRangeSelfDuration1 hourYou make yourself, including your clothing, armor, weapons, and other belongings on your person look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. at level 1,
Suggestion
Suggestion2nd-level EnchantmentConcentrationCastingActionRange30 feetDuration8 hoursSaveWisdomYou suggest a course of activity, described in no more than 25 words, to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. at 3. Talks the party in through the front door.
Build the Con Artist
Free to start. No card needed.
SneakThe Smiling Knife
- Species
- Halfling
- Class
- Rogue (Thief)
- Background
- Criminal (AlertAlertOrigin featWhen you roll Initiative, you can add your Proficiency Bonus to the roll.)
8STR
17DEX
14CON
10INT
12WIS
14CHA
Hides behind the party's fighter, lifts the key with
Fast Hands
Fast HandsLevel 3 featureAs a Bonus Action, you can do one of the following. Sleight of Hand. Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves' Tools or to pick a pocket. Use an Object., and is gone before anyone checks a pocket.
Build the Smiling Knife
Free to start. No card needed.
DisguiseThe Thousand Faces
- Species
- Tiefling (Infernal)
- Class
- Warlock (Fiend Patron)
- Background
- Acolyte (Magic InitiateMagic InitiateOrigin featChoose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest.)
8STR
13DEX
14CON
10INT
13WIS
17CHA
Mask of Many Faces from level 2 means
Disguise Self
Disguise Self1st-level IllusionCastingActionRangeSelfDuration1 hourYou make yourself, including your clothing, armor, weapons, and other belongings on your person look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. whenever you want it, and the Fiend adds
Suggestion
Suggestion2nd-level EnchantmentConcentrationCastingActionRange30 feetDuration8 hoursSaveWisdomYou suggest a course of activity, described in no more than 25 words, to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. for the moment someone gets suspicious.
Build the Thousand Faces
Free to start. No card needed.
Playing a Trickster at the Table
- Say the goal, then the lie. "I want the clerk to let us into the archive. I tell him we were sent by the magistrate." Your DM can only call for the right roll if they know what you are after.
- Stack the deck before you roll. A forged seal, a stolen uniform or a
Disguise Self
Disguise Self1st-level IllusionCastingActionRangeSelfDuration1 hourYou make yourself, including your clothing, armor, weapons, and other belongings on your person look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. turns an impossible lie into a plausible one.
- Have an exit. Cons fail.
Invisibility
Invisibility2nd-level IllusionConcentrationCastingActionRangeTouchDuration1 hourA creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.,
Minor Illusion
Minor IllusionIllusion cantripCastingActionRange30 feetDuration1 minuteYou create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again. or a fast Cunning Action Dash keeps one bad roll from ending the session.
- Share the spotlight. Give the fighter a role in the con: the bodyguard, the distraction, the muscle in the doorway.
Try it
Build any of the tricksters above and put the con to work in a real campaign, with a Dungeon Master who plays along.
Build a trickster
FAQ
What is the best class for a trickster in D&D?
Bard and rogue. The bard has the best charm and illusion spells and Expertise in social skills. The rogue gets Expertise at level 1 and hides as a bonus action. A warlock with Mask of Many Faces is the best pick for disguise.
What is the best species for a trickster?
Halfling, for Naturally Stealthy and Luck. Tiefling and Forest Gnome are close behind for Thaumaturgy and Minor Illusion. In the 2024 rules any species works, since your background sets your ability scores.
What skills does a trickster need?
Deception first, then Stealth or Sleight of Hand, plus Persuasion and Insight. Put your Expertise into Deception.
Run your first con tonight
Build a trickster in a couple of minutes and start an adventure in your browser. Play solo, or bring friends who will not see it coming.
This guide includes material from the System Reference Document 5.2
by Wizards of the Coast LLC, licensed under the
Creative Commons Attribution 4.0 International License.
TableForge is not affiliated with Wizards of the Coast. Full licenses.