Trickster
About this class
Tricksers are people who love to cause chaos for the fun it.
The Trickster is a high evasion class that specialises in illusions to fool their foes. The core gameplay loop is different depending on your chosen subclass, but the basics of each revolve around using your abilities to avoid taking damage whilst still being able to dish out spells of your own.
The light hearted specialises in light magic to reduce the chance of the real you being hit, deny enemy spotlights and create additional copies of yourself.
The inner reflection specialises in returning attacks back to adversaries, borrowing identities and sharing skills amongst allies.
The practical prankster specialises in physical illusions to deal physical damage, create solid matter ab reshape reality to their whim.
Domains
Midnight
Splendor
Starting stats
Hope feature
Class features
-
Now you see me...
make a spellcast roll(12), on a success you can spend any number of stress and target that many willing allies within far range, each target then gains an illusory disguised to look identical to you. The disguise is lost if that character receives any damage or uses a class feature or domain effect you don't have.
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... Now you don't
Once per scene, you can give yourself the cloaked condition and create an actionable illusory copy of yourself that is also cloaked within a close range of yourself. You can control the illusory copy as if it were yourself, your domain effects and subclass features can originate from and be triggered by the illusory copy. The illusory copy has no damage thresholds and only has 1 hp, it disappears at the end of the scene.
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Illusions 101
you can create small illusions up to 5ft in each dimension within melee range of yourself, when you do this again any previous illusions created using this feature disappear.
Class items
- A mask resembling someone you know, a small mirror or a box of harmless pranks.
Character questions
Background prompts
- Who first taught you illusion magic?
- Why do you enjoy playing tricks on people?
- What is it you are truly seeking?
Connection prompts
Subclass cards
Printable via header menu
Light-hearted
Foundation
SPELLCAST TRAIT: Agility
Trick of the light: you can make a spellcast roll against all adversaries within close range to temporarily blind them, preventing them from seeing further than very close range until the condition is cleared. You are considered cloaked to any adversary who is blind and further than very close range.
Light-hearted
Specialization
Spotlight thief: when an adversary within very close range gains the spotlight you can spend any number of hope to try and steal it, roll that many d6's, if any roll a 6 you gain the spotlight instead.
Constructive interference: when an ally within very close range gains any number of hope, roll that many d6's on a 6 you also gain a hope.
Light-hearted
Mastery
Dispersion: when you use your "...now you don't" class feature, you can an create up to your spellcasting trait number of additional copies by spending a hope for each additional copy you create.
Superposition: you can mark a stress to teleport and swap places with one your illusory copies that is within a very far range of you.
Inner reflection
Foundation
SPELLCAST TRAIT: Instinct
What goes around...: when you are targeted by an attack or spell that deals magic damage, you can mark a number of stress equal to the hp would be marked, to instead reflect the magic at a target within far range. Make a reaction spellcast roll against the target, on a success the attack/spell targets them instead of you. On a failure the original target of the attack or spell marks one hp as the magic is only partially reflected and misses the target.
Inner reflection
Specialization
Stolen identity: You can spend 2 hope to make a spellcast roll against a target within far range, it can be an ally or adversary, on a success you temporarily transform into a copy of them, gaining their traits, features, abilities, class features, weapon, and active domain cards, but lose access to your domain effects and weapons. If you targeted a willing creature, you automatically succeed without needing to roll. You can dismiss this effect at any time.
Inner reflection
Mastery
Perfect image: your "now you see me..." class feature gains the following benefits; disguised characters gain access to your current domain cards, and the disguise isn't lost when using class features or domain effects you don't have access to.
...comes around: Upgrade your "what goes around..." foundation feature to also be able to be used when any ally within close range is targeted by an attack that deals magic damage.
Practical prankster
Foundation
SPELLCAST TRAIT: Finesse
Physical imagination: Your illusions created by your "illusions 101" class feature can be instead made out of a hard light replica of a mundane physical material so that they can be touched, the illusion cannot replicate magical effects or properties, the illusion dissipates right before it would cause or receive damage.
Hardened magic: When you cast a spell that would deal magic damage, you can instead have it deal physical damage. This is done by launching a solidified version of the spell.
Practical prankster
Specialization
Sturdy imagination: your physical illusions created by your "physical imagination" foundation feature now replicate all physical properties of whatever they are an illusion of, allowing them to deal damage or take damage without disapateing. You can also create a number of illusions equal to your spellcast trait, creating more than this causes an illusion of your choice to didapate.
Concrete magic: When you would cast any spell you can spend a hope to temporarily make any part of the magical effects created by it physical instead. Physical parts of the spell have a difficulty of 10 your spellcast trait, 3 hit points, and damage thresholds of 2x and 3x your character level.
Practical prankster
Mastery
Realised imagination: you can spend three hope to turn any stationary non-living matter within a close range into a non-physical illusion or turn any illusions within close range into real physical matter. These changes last until you or another trickster uses this feature to revert them.
The grand plan: the range of your "illusions 101" class feature increases to close and the maximum size of illusions increases to large illusions with 15ft in each dimension.
Trickster
Tricksers are people who love to cause chaos for the fun it.
The Trickster is a high evasion class that specialises in illusions to fool their foes. The core gameplay loop is different depending on your chosen subclass, but the basics of each revolve around using your abilities to avoid taking damage whilst still being able to dish out spells of your own.
The light hearted specialises in light magic to reduce the chance of the real you being hit, deny enemy spotlights and create additional copies of yourself.
The inner reflection specialises in returning attacks back to adversaries, borrowing identities and sharing skills amongst allies.
The practical prankster specialises in physical illusions to deal physical damage, create solid matter ab reshape reality to their whim.
Domains
Midnight + Splendor
Starting Evasion
12
Starting Hit Points
6
Class Items
- • A mask resembling someone you know, a small mirror or a box of harmless pranks.
Trickster’s Hope Feature
Unseen Trickery : Spend 3 hope to grant a willing target within far range the hidden condition and the invisible condition. While invisible the creature cannot be directly targeted. The condition ends when the affected creature makes an action roll that directly affects another creature.
Class Features
Now you see me...
make a spellcast roll(12), on a success you can spend any number of stress and target that many willing allies within far range, each target then gains an illusory disguised to look identical to you. The disguise is lost if that character receives any damage or uses a class feature or domain effect you don't have.
... Now you don't
Once per scene, you can give yourself the cloaked condition and create an actionable illusory copy of yourself that is also cloaked within a close range of yourself. You can control the illusory copy as if it were yourself, your domain effects and subclass features can originate from and be triggered by the illusory copy. The illusory copy has no damage thresholds and only has 1 hp, it disappears at the end of the scene.
Illusions 101
you can create small illusions up to 5ft in each dimension within melee range of yourself, when you do this again any previous illusions created using this feature disappear.
Trickster Subclasses
Choose either the Light-hearted or Inner reflection subclass.
Light-hearted
Harness the power of light, to cast a shadow of disruption across the room.
Spellcast Trait
Agility
Foundation Features
Trick of the light: you can make a spellcast roll against all adversaries within close range to temporarily blind them, preventing them from seeing further than very close range until the condition is cleared. You are considered cloaked to any adversary who is blind and further than very close range.
Specialization Feature
Spotlight thief: when an adversary within very close range gains the spotlight you can spend any number of hope to try and steal it, roll that many d6's, if any roll a 6 you gain the spotlight instead.
Constructive interference: when an ally within very close range gains any number of hope, roll that many d6's on a 6 you also gain a hope.
Mastery Feature
Dispersion: when you use your "...now you don't" class feature, you can an create up to your spellcasting trait number of additional copies by spending a hope for each additional copy you create.
Superposition: you can mark a stress to teleport and swap places with one your illusory copies that is within a very far range of you.
Inner reflection
Utilize the reflections to return unfriendly experiences to whence they came, and find yourself a new identity, all in search for your true self.
Spellcast Trait
Instinct
Foundation Features
What goes around...: when you are targeted by an attack or spell that deals magic damage, you can mark a number of stress equal to the hp would be marked, to instead reflect the magic at a target within far range. Make a reaction spellcast roll against the target, on a success the attack/spell targets them instead of you. On a failure the original target of the attack or spell marks one hp as the magic is only partially reflected and misses the target.
Specialization Feature
Stolen identity: You can spend 2 hope to make a spellcast roll against a target within far range, it can be an ally or adversary, on a success you temporarily transform into a copy of them, gaining their traits, features, abilities, class features, weapon, and active domain cards, but lose access to your domain effects and weapons. If you targeted a willing creature, you automatically succeed without needing to roll. You can dismiss this effect at any time.
Mastery Feature
Perfect image: your "now you see me..." class feature gains the following benefits; disguised characters gain access to your current domain cards, and the disguise isn't lost when using class features or domain effects you don't have access to.
...comes around: Upgrade your "what goes around..." foundation feature to also be able to be used when any ally within close range is targeted by an attack that deals magic damage.
Background Questions
Answer any of the following, or create your own.
- • Who first taught you illusion magic?
- • Why do you enjoy playing tricks on people?
- • What is it you are truly seeking?
Connections
Ask one of the following, or improvise.
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Discussion
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