Trickster
A Rogue Archetype that casts Grasp with Charisma, imposes disadvantage on saves against effects triggered from hiding, is immune to truth effects and redirects attacks to other creatures.
Identity
The Trickster is the Rogue Archetype that works where the credulous meet the careless: the carnival pit, the boardroom, the high-table salon, the audit room at three in the morning. Some Tricksters are stage magicians turned thieves, some are confidence operators with a lifetime of patter and three borrowed faces, and a few are channelers who scraped together enough Etheric talent to keep one trick going at a time. Every feature the Archetype grants assumes a mark whose attention can be moved.
Features
- L3 Grasp Legerdemain
You learn the Grasp cantrip if you do not already know it, with Charisma as your spellcasting ability for this feature. Your Grasp 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 feet away, using your own Sleight of Hand modifier. A creature can notice the hand's effect with a Wisdom (Perception) check contested by your Charisma (Sleight of Hand). The hand's range is 30 feet, 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 spells of misdirection, illusory concealment, or your Grasp'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 Hand Feint
You can use your Grasp in combat as a feint. As a bonus action, you can direct your hand to harass a creature within 5 feet of it: flicking at the eyes, tugging at the cloak or 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 feet of it and you maintain concentration. A creature can use its action to swat the hand away, which dispels it, and you must re-summon it as a normal Grasp.
- L15 Master Deceiver
You are immune to spells, augur-readings and Tier IV or lower 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 spells that compel cooperation or read deeper memory. 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 flick your Grasp into the attacker's eye line at the last instant and redirect the strike. Choose one creature other than yourself within 5 feet 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. The redirected creature does not get any save or evasion option that you would have had.