![]() ![]() Bart Simpson prank calls the restaurant because he does not care what repercussions this restaurant could have, do to his practical jokes. One of the practical jokes Bart Simpson loves to do over in over again is prank call Moe’s Tavern, a nearby restaurant. Bart Simpson also loves playing practical jokes on others for his enjoyment. He would play these practical jokes for his amusement, without understanding the repercussions and displeasures the people would feel. Furthermore, when the women took off their clothes, the Trickster would snatch the clothes and hide them in trees. Even though this negatively affects everyone who had their clothes fly off, he does not care, due to the enjoyment he had when their clothes blew off. The Trickster likes to fart a lot so that everyone’s clothes near him blow off, so that he can see them naked. The Trickster and Bart Simpson both love playing practical jokes on others for their enjoyment, without considering the repercussions they cause. The Trickster and Bart Simpson play practical jokes to feel happy at other people’s expense. Bart Simpson fits the trickster archetype just like the Trickster from the Winnebago tribe in that he loves playing practical jokes and disregards human life for his entertainment, while also demonstrating empathy for people he cares about. He plays tricks on kids, women, and even ducks just to get a good laugh. The Trickster, from “The Trickster Myth of the Winnebago Indians,” also deceives people for his enjoyment. Bart likes to prank call restaurants and harass teachers at his school for his enjoyment. Bart Simpson, a ten-year-old kid from the popular television show, The Simpsons, perfectly fits the trickster archetype with his ability to easily trick people for his entertainment. Trickster’s can also show some empathy for others, but for the most part are neutral characters who are just in it for themselves, and they rarely follow social norms. You can’t use this feature again until you finish a short rest.A trickster is a dishonest person who defrauds others by trickery (Merriam Webster). You can’t use this feature again until you finish a short rest.Īt 17th level when you would make a roll with disadvantage you may choose to roll with advantage instead. If your total for a Charisma skill check or saving throw is less than your Charisma score, you can use that score in place of the total. You can’t use this feature again until you finish a short rest.īy 13th level your wits are unfailing. When each of these creatures carries out a predetermined action within the next hour they will have advantage on the action. Choose a number of friendly creatures up to your charisma modifier (minimum 1). Starting at 9th level you can spend 10 minutes making a specific plan. If you have disadvantage, use the lowest of the three rolls.īeginning at 3rd level you can use your cunning action to give an ally within 30 feet that can see or hear you advantage on an attack roll or ability check until the start of your next turn. If you have advantage, use the highest of the rolls. Starting when you choose this archetype at 3rd level, when you have advantage or disadvantage you must roll 3d20 instead of 2d20. Armed with clever words and cunning plans, tricksters make for unlikely heroes with tales of their acts of canny bravery and skillful deceit becoming the stuff of legend. Those who fit this archetype are often as foolish as they are wise, talking themselves into trouble as often as they do out. The tools of your trade are a silver tongue and wit keener than any blade. ![]()
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