Trickster Domain
Trickster Domain characters win with wits, lies, disguises, and stolen luck. They talk their way past guards, slip a coin from a pocket, and turn a sure thing into a laugh. Some Tricksters have a dash of real magic—a fox spirit’s blessing or a gambler’s charm—while others are simply clever. A Trickster might be a market-square storyteller, a sneaky younger sibling, or a con artist with a heart of gold.
Tier 1 Base Card: Trickster Initiate
Trickster Aspect: Choose Tact or Agility.
Core Feature: Stolen Luck
Once per scene, when a creature you can see rolls, choose one die in their pool, roll a die of the same size, and swap those two results. Their pool uses your number; theirs leaves that roll. Mark 1 Stress to use it a second time in the same scene.
Play tip: The die you pick is the tradeoff. Against an enemy, a high damage die (a 7 or 8 on a d8) is often worth matching with a d8 in hopes of a low swap—but if their big die already whiffed, a d4 aimed at one of their high Aspect dice can steal more.
Choose two Domain Feature Cards from Tier 1.
Requirements to Advance to Tier 2 (complete 3):
- Talk your way past a guard or gatekeeper
- Wear a disguise and go unrecognized
- Steal something without anyone noticing
- Turn an enemy against another enemy
- Make a whole room laugh at the right moment
- Any one Shared Milestone (see Domains)
Tier 1 Feature Cards
Quick Disguise (Exploration – Active)
Action Load: none (downtime or out of combat; takes minutes to hours)
In a minute, using simple props, you look like an ordinary member of any common group. Rolls to see through it have Disadvantage.
Silver Tongue (Roleplay – Passive)
Action Load: — (Passive)
You roll with Advantage to lie, bluff, or haggle with strangers.
⚡ Misdirect (Combat – Reactive)
Action Load: 1
When you are attacked, choose another creature within 5 feet of you. The attacker rolls Insight Resistance against your Trickster Aspect roll or attack that creature instead.
Dirty Trick (Combat – Active)
Action Load: 1
Throw sand, trip, or tangle. The target rolls Insight Resistance against your Trickster Aspect roll; on a failure it is Distracted until the end of its next turn.
Light Fingers (Exploration – Active)
Action Load: 1
Take, plant, or swap a small object on a person.
- If they are not on guard, you succeed without a roll.
- If they are on guard (watching pockets, patting gear, active sentry), roll your Trickster Aspect vs. their Insight. You succeed if you meet or beat their total; on a failure they notice the attempt (GM decides whether they catch you mid-act or only after).
Cover Story (Team Action – Passive)
Action Load: — (Passive)
When you vouch for an ally, they gain Advantage on their next social roll with the same person.
Tier 2 Base Card: Trickster Adept
Core Feature: Slippery
You may move 5 feet after any successful lie, trick, or misdirect, without provoking reactions.
Choose two Domain Feature Cards from Tier 2.
Requirements to Advance to Tier 3 (complete 4):
- Pull off a con with your whole party
- Escape capture through trickery
- Fool someone powerful
- Return something stolen to its rightful owner
- Turn a fight without anyone getting hurt
- Any one Shared Milestone (see Domains)
Tier 2 Feature Cards
Feint and Fade (Combat – Active)
Action Load: 1
You and one ally become hidden until the end of your next turn, if there is any cover nearby.
⚡ Gambler’s Charm (Team Action – Reactive)
Action Load: 1
When an ally rolls, use Stolen Luck on their roll instead of an enemy’s.
False Trail (Exploration – Active)
Action Load: none (downtime or out of combat; takes minutes to hours)
Leave a false trail. Pursuers follow it for hours.
Many Faces (Roleplay – Passive)
Action Load: — (Passive)
You keep three identities with names, reputations, and contacts.
⚡ Pocket Sand (Combat – Reactive)
Action Load: 1
When an enemy moves next to you, it has Disadvantage on its first attack this round.
Tier 3 Base Card: Trickster Expert
Core Feature: Lucky Streak
Stolen Luck can be used twice per scene without Stress.
Choose three Domain Feature Cards from Tier 3.
Requirements to Advance to Tier 4 (complete 4):
- Trick a dragon, spirit, or noble
- Steal something that “cannot be stolen”
- Start a rumor that changes history
- Fool your own party (in good fun)
- Bring down a villain without a fight
- Any one Shared Milestone (see Domains)
Tier 3 Feature Cards
⚡ Double Bluff (Combat – Reactive)
Action Load: 1
When a creature succeeds on a roll against one of your Trickster Features, reroll your Trickster Aspect roll; you choose which result counts.
Fool’s Doubles (Combat – Active)
Action Load: 2
Flickering decoys, a swirl of cloaks, or a shell game with yourself. You create 3 decoys. Until your next turn, while you have at least one decoy, each attacker rolls 1d4 first: on a 1–2 the attack strikes a decoy instead (wasted) and one decoy vanishes. When you have no decoys left, this Feature ends early.
Infiltrator (Exploration – Passive)
Action Load: — (Passive)
You know how to get in anywhere. You roll with Advantage to sneak past guards, pick locks, or talk your way through gates, and you always spot one hidden way in (servant’s door, drain, loose window) when you study a building for ten minutes.
Rumormonger (Roleplay – Active)
Action Load: none (downtime or out of combat; takes minutes to hours)
Start a rumor. Roll your Trickster Aspect against the GM’s DC (8 for a village, 12 for a town, 16 for a city). On a success, by tomorrow most people believe it; on a failure the rumor spreads, but someone knows it started with you.
Distraction Play (Team Action – Active)
Action Load: 1
All allies gain Advantage on their next attack against a target you tricked this round.
Tier 4 Base Card: Trickster Master
Core Feature: Fortune’s Favorite
Once per session, you may declare that something lucky just happened. The GM makes it true in a reasonable way.
Choose three Domain Feature Cards from Tier 4.
Tier 4 Feature Cards
The Long Con (Roleplay – Active)
Action Load: none (downtime or out of combat; takes minutes to hours)
Spend a week preparing a con against an organization (a guild, a garrison, a noble house). Name what you want (a key, a pardon, a cargo, a seat at the table). The GM sets up to three obstacles; each is one Trickster Aspect roll (allies may help). Succeed on two of three and you get what you wanted without the organization knowing it was you.
⚡ Vanish (Combat – Reactive)
Action Load: 2
When attacked, you vanish and appear up to 30 feet away, hidden.
⚡ Twist of Fate (Team Action – Reactive)
Action Load: 2 (once per scene)
Once per scene, turn an ally’s failed roll into a success. You mark 1 Stress.
No Locked Doors (Exploration – Passive)
Action Load: — (Passive)
No ordinary lock holds you more than a minute.
King of Thieves (Roleplay – Passive)
Action Load: — (Passive)
Thieves, tricksters, and rogues know your name. Once per session, call in a favor from the underworld: a safehouse, a fence, a forger, or a lookout for a day.