Tricksters wield illusion, guile, and narrative magic alongside nimble weapons. They distract enemies, plant convincing falsehoods, and bend a scene toward a desired outcome. At their height, they become living authors of their own story: briefly empowered to defy danger, command attention, and make the unlikely feel inevitable.
Every truth has a shadow, and every shadow can take the stage.
Hybrid controller and skirmisher
TTrickster
At a glance
Level
1
Proficiency
+2
bonus at this level
Hit die d8
PrimaryCharismaDexterity
Features
21, levels 1 to 20
1Level 1, reached
Nimble Deceiver
You gain proficiency with simple weapons, shortswords, scimitars, daggers, light armor, and one gaming set or disguise kit of your choice. You learn two skills of your choice from Acrobatics, Deception, Insight, Performance, Persuasion, Sleight of Hand, and Stealth.
Spellcasting
You can cast Trickster spells, using Charisma as your spellcasting ability. You prepare spells from the Trickster spell list and use the half-caster spell-slot progression; you know two cantrips and prepare a number of leveled spells equal to your Charisma modifier plus half your Trickster level (rounded down, minimum one). You can use a dagger, shortsword, or scepter-like arcane focus as a spellcasting focus.
2Level 2
Story Dice
You have a pool of Story Dice, which are d6s. You have a number equal to your proficiency bonus and regain all expended dice when you finish a Long Rest. When you or a creature you can see within 30 feet makes an ability check, attack roll, or saving throw, you can expend a die as a Reaction to add or subtract it from the roll after seeing the d20 but before the outcome is announced.
3Level 3
Trickster Subclass
Choose a Trickster subclass. Your choice grants features at levels 3, 6, 10, and 14.
4Level 4
Ability Score Improvement
5Level 5
Living Story
As a Bonus Action, expend one Story Die to enter your Living Story for 1 minute. You gain Temporary Hit Points equal to your Trickster level plus your Charisma modifier, your Story Dice become d8s, and once on each of your turns when you deal damage or force a creature to make a saving throw, you can add your Charisma modifier to one damage roll or to the spell save DC for that effect. The transformation ends early if you have the Incapacitated condition.
6Level 6
Trickster Subclass Feature
You gain a subclass feature.
7Level 7
Now You See Me
When you cast an Illusion spell of level 1 or higher, you can take the Hide action as part of the same action. You can do so a number of times equal to your Charisma modifier (minimum once), regaining all uses when you finish a Long Rest.
8Level 8
Ability Score Improvement
9Level 9
Rising Tension
Your Story Dice become d8s. When you roll Initiative and have no Story Dice remaining, you regain one.
10Level 10
Trickster Subclass Feature
You gain a subclass feature.
11Level 11
A Better Audience
When a creature fails a saving throw against one of your Trickster spells, you can expend a Story Die and choose another creature you can see within 30 feet of the first. The second creature must succeed on a Wisdom saving throw against your spell save DC or be Charmed by you until the end of your next turn. You can use this feature only once per turn.
12Level 12
Ability Score Improvement
13Level 13
The Scene Turns
When you use Living Story, you can choose one creature you can see within 30 feet. It must make a Wisdom saving throw against your spell save DC; on a failure, it is Charmed or Frightened by you (your choice) until the transformation ends. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success.
14Level 14
Trickster Subclass Feature
You gain a subclass feature.
15Level 15
Unreliable Narrator
Your Story Dice become d10s. When you expend a Story Die, you can roll it twice and use either result.
16Level 16
Ability Score Improvement
17Level 17
Rewrite the Ending
When you fail a saving throw, you can expend a Story Die and add it to the roll, potentially turning the failure into a success. You can do so after rolling the d20 but before suffering the save's effects.
18Level 18
A Story That Endures
When you roll Initiative, you regain two expended Story Dice. While your Living Story is active, you have Advantage on saving throws against being Charmed or Frightened.
19Level 19
Epic Boon
You gain the Ability Score Improvement feat or another feat for which you qualify. You also gain an Epic Boon feat or another feat for which you qualify.
20Level 20
Author of Your Own Fate
When you activate Living Story, you no longer expend a Story Die. Once per Long Rest, when Living Story ends, you can choose to extend it for 1 minute without using an action; its Temporary Hit Points do not refresh.
Core traits
Hit die
d8
Primary
CharismaDexterity
Saves
DexterityCharisma
Hit points per Trickster level; at 1st level, 8 + your Constitution modifier hit points, and (or 5) + your Constitution modifier per Trickster level thereafter.
DefensesYou rely on mobility, misdirection, and timely defensive magic rather than heavy armor.
ArmorLight armor.
WeaponsSimple weapons, shortswords, scimitars, and daggers.
ToolsChoose one gaming set or disguise kit.
SkillsChoose two from Acrobatics, Deception, Insight, Performance, Persuasion, Sleight of Hand, and Stealth.
Skill choicesAcrobatics, Deception, Insight, Performance, Persuasion, Sleight of Hand, Stealth
ResourceStory Dice: a small pool that powers reaction-based roll adjustments and select features; all dice return on a Long Rest, with limited recovery at higher levels.
MulticlassingPrerequisite: Charisma 13. When you multiclass into Trickster, you gain light armor, simple weapons, and shortsword proficiency. For multiclass spell slots, add half your Trickster levels (rounded down) to your levels in other spellcasting classes, as described by the 2024 multiclass spellcasting rules.
Spells and options
How it casts
Half-caster spellcasting with Charisma as the spellcasting ability.
You prepare Trickster spells after a Long Rest, beginning with cantrips and 1st-level spells at level 1 and reaching 5th-level spells at level 17. You use the Paladin's 2024 spell-slot progression; your prepared spells must be of a level for which you have spell slots.
Cantrips
1st-level spells
2nd-level spells
3rd-level spells
4th-level spells
5th-level spells
Subclasses
3
Veil Weaver
Make every face, shadow, and battlefield detail uncertain.
3rd: gain a signature disguise and a way to improve one social deception
6th: turn a successful feint into a defensive opening
10th: create convincing duplicates during combat
14th: briefly compel a deceived creature to follow a simple instruction
Dagger in the Tale
Put a sharp ending on a story your enemy thought they controlled.
3rd: improve weapon feints and precision strikes
6th: reposition after an enemy misses you
10th: combine a weapon hit with a brief illusion
14th: turn a near miss into a punishing counterattack
Many-Threaded Chronicler
Change the scene by deciding whose story matters most.
3rd: gain a companionable trick for misleading or distracting foes
6th: share Story Dice benefits with an ally
10th: redirect attention and hostile intent
14th: stage a turning point that can rally allies or bewilder foes
Playing one
What it is
Tricksters wield illusion, guile, and narrative magic alongside nimble weapons.
They distract enemies, plant convincing falsehoods, and bend a scene toward a desired outcome. At their height, they become living authors of their own story: briefly empowered to defy danger, command attention, and make the unlikely feel inevitable.
How to play one
Mix weapon attacks with control and illusion spells.
Use Story Dice to swing a crucial roll or protect an ally, and save Living Story for a pivotal scene rather than treating it as a routine damage boost. Your strongest turns create choices and openings for the whole party, not just convincing enemies to attack one another.
Make one
Personality
I answer serious questions with a story that is almost, but not quite, true.
Ideal
Freedom. No prophecy, ruler, or past self gets to decide what I become.
Bond
I owe my freedom to someone who rewrote the story of my life, and I will repay them.
Flaw
I often treat trust as a game to be won rather than a gift to be honored.
Quirk
Names each plan as if it were a play or chapter.
Personality
I answer serious questions with a story that is almost, but not quite, true.
I can find something interesting about nearly anyone, especially an enemy.
I hate being the least informed person in a room.
I perform confidence even when improvising wildly.
Ideals
Freedom. No prophecy, ruler, or past self gets to decide what I become.
Wonder. The world is better when there is still room for surprise.
Responsibility. If my stories change lives, I must answer for what I set in motion.
Bonds
I owe my freedom to someone who rewrote the story of my life, and I will repay them.
A treasured weapon belonged to the first person who trusted me.
I keep returning to the place where my old identity ended, hoping to understand what happened.
Flaws
I often treat trust as a game to be won rather than a gift to be honored.
When cornered, I invent a story before considering the truth.
I resent anyone who tries to define who I am.
I have difficulty recognizing when a joke has stopped being funny.
Quirks
Names each plan as if it were a play or chapter.
Practices other people's signatures while listening.
Carries a coin and insists it always lands on its edge.
Changes posture and accent whenever a conversation gets tense.
In the world
Training
Most Tricksters begin as performers, spies, storytellers, or clever survivors.
Initiation is rarely a formal ceremony: a mentor teaches the student to sustain a convincing lie, recognize the moment an audience believes it, and choose what the lie should accomplish. The final lesson is to tell a story about oneself that leaves room for change.
How others see them
People enjoy Tricksters as performers until they realize the performance may include them.
Communities often seek their help with impossible negotiations, then distrust them once the crisis passes.
Famous practitioners
TricksterVeyra ManyfacesA stage magician whose daring impersonations once prevented a war; no portrait of her agrees with another.
TricksterKestrel-of-the-Last-TaleA wandering knife-fighter who tells different versions of his origin, each of which seems to come true.
Factions
The Unwritten Company
A loose fellowship of actors, spies, and mediators who use carefully staged deceptions to prevent bloodshed.
The House of Many Endings
A secretive archive that preserves contradictory histories, believing every version may be useful someday.
The Gilded Mask
A feared network of traveling illusionists who sell false identities and escape routes to the desperate.
Regions
The Lantern Coast
In the crowded ports and market cities, Tricksters flourish as entertainers, negotiators, and confidence artists.
The Skaldic Marches
Remote halls preserve oral epics and teach students to make a lie serve a larger truth.
The Glass Courts
In imperial capitals, the craft is officially condemned and privately sought by courtiers and intelligence agents.
Character hooks
You escaped a prophecy by convincing its author that you were someone else.
A vanished mentor left you a scepter and a warning: never tell the same story twice.
You impersonated a local ruler so convincingly that the people now insist you return to govern.
You were once one of many magically created copies, and you are searching for the one who made you.
You stole a story from a sealed archive; now its characters are appearing in the world.
You have begun to remember lives that belong to other versions of you.
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