Legends of Tolria
The Galactic Game

Subclass Compendium · Rogue

Trickster

Charlatan, illusionist, hands-and-cards operator. Wins by making the mark look the wrong way and then taking everything that isn't nailed down.

Identity

Tricksters work where the credulous meet the careless: the carnival pit, the boardroom, the high-table salon, the audit room at three in the morning. Some are stage-magicians turned thieves, some are confidence operators with a lifetime of patter and three borrowed faces; a few are channelers who scraped together just enough Etheric talent to keep one trick going at a time. None of them are honest about it. The trade is misdirection — and the trade is also the trade. Either you saw the card, or you didn't.

Features

  • L3 Etheric Hand Legerdemain

    You learn the **Etheric Hand** cantrip if you do not already know it, with Charisma as your channeling ability for this feature. Your Etheric Hand is invisible while you concentrate on it, and you can use the hand to: (a) stow or retrieve an object from a container worn or carried by another creature; (b) pick a lock or disarm a non-channeled trap at range; (c) make a Dexterity (Sleight of Hand) check from up to 30 ft away, using your own Sleight of Hand modifier. A creature may notice the hand's effect with a Wisdom (Perception) check contested by your Charisma (Sleight of Hand). The hand's range is 30 ft, and you can direct it as a bonus action.

  • L7 Magical Ambush

    When you are hidden from a creature and trigger an effect that requires a saving throw against your Charisma — including channels of misdirection, illusory concealment, or your Etheric Hand's distractions — that creature has disadvantage on the save. This feature applies only on the round in which you reveal yourself by triggering the effect, and only against creatures that have not yet acted against you in the current combat.

  • L11 Versatile Trickster

    You can use your Etheric Hand in combat as a feint. As a bonus action, you may direct your hand to harass a creature within 5 ft of it — flicking at the eyes, tugging at the cloak, sliding a coin under the heel. Until the start of your next turn, you have advantage on attack rolls against that creature, provided the hand remains within 5 ft of it and you maintain concentration. A creature may use its action to swat the hand away, dispelling it; you must re-summon it as a normal Etheric Hand.

  • L15 Master Deceiver

    Your craft is so thoroughly internalized that no Rift-derived effect can pierce it. You are immune to channels, augur-readings, and Tier IV-or-below mystical effects that would compel you to speak the truth, detect when you are lying, or read the surface of your thoughts for veracity. This does not protect you against channels that compel cooperation or read deeper memory; it protects only the seam between truth and lie. You also have advantage on Charisma (Deception) checks against any creature using a channeled or mechanical lie-detection tool.

  • L18 Reflexive Misdirection Capstone

    When an attack would hit you and you are aware of the attacker, you can use your reaction to manifest your Etheric Hand at the last possible instant — a flicker of motion in the corner of the attacker's eye — and redirect the strike. Choose one creature other than yourself within 5 ft of you; the attack roll is resolved against that creature's AC instead of yours, using the same attack roll result. If the attack hits, the creature takes the full damage. You can use this feature once per long rest, and the redirected creature is not granted any save or evasion option you would have had access to.