Base Class: Rogue
This subclass represents Part A: The Unseen Many (Rogue) of the Trickster prestige class. It focuses on dividing into multiple physical Splits, coordinating attacks, generating additional Splits through Sneak Attack and critical hits, concealing weapons and equipment, and performing extraordinary acts of mischief and misdirection.
It is designed to be used alongside Part B: Way of the Hidden Blade (Monk), which represents the Trickster's mastery of concealed weapons and coordinated martial techniques. The Monk subclass focuses on generating and maintaining Splits through Focus Points, wielding magical Trickster's Daggers, unleashing coordinated flurries of attacks, concealing the identity of attacking Splits, and inflicting accumulating Bleeding Cuts.
For the intended Trickster progression, take Rogue at 1st character level, Monk at 2nd character level, and alternate between the two classes thereafter, reaching Rogue 10 / Monk 10 at 20th character level.
Trickster prestige features begin at 5th character level, when the character reaches Rogue 3. The Unseen Many subclass features begin at 5th character level, while Way of the Hidden Blade subclass features begin at 6th character level, when the character reaches Monk 3.
Both subclasses are independently playable. The Unseen Many grants physical duplication, coordinated Sneak Attacks, concealed equipment, and extraordinary mischief, while Way of the Hidden Blade provides Focus-powered splitting, magical dagger techniques, rapid coordinated attacks, and accumulating wounds. Together, they combine deception, mobility, and martial coordination to turn a single adventurer into an entire crowd.
Tricksters believe that curiosity reveals possibilities where others see obstacles. Trickster Tooch, Rainbow Girl's closest friend, embodies this philosophy through playful ingenuity, resourcefulness, and a willingness to discover unconventional solutions. Their greatest strength lies not in following established paths, but in finding new ones through daring, experimentation, and misdirection.
Ethos: “Discovery through curiosity.”
Trickster Splits
You gain the Shared Split Rules, Rogue Split Generation, and Critical Split.
Shared Split Rules
Splits and Resources. Your body counts as one Split; none is primary. You always have at least one Split, up to your Proficiency Bonus (PB), regardless of source. Splits share your mind, equipment, class features, spells, resources, one Action and one Bonus Action; nothing duplicates or replenishes. Duplicated equipment vanishes with its Split and cannot be used by others. Each Split has its own space, movement, Hit Points (HP), Temporary Hit Points, conditions and Reaction.
Actions and Attacks. With one Split, take the Attack action normally. With two or more, the Attack action becomes Shared Split Attack: each capable Split makes exactly one melee weapon attack. Extra Attack, Nick, and other effects cannot add attacks. Each Split can move before, between, or after attacks using its own movement. A Split has Advantage on attacks if another capable Split is within 5 feet of its target. Dash, Dodge, Disengage, and Hide affect all capable Splits, but each must qualify for Hide separately. Bonus Actions affect one Split unless stated otherwise. Each Split has its own Reaction; resource costs remain shared.
Generation and Consolidation. Once on your turn, you can voluntarily Consolidate without an action, or freely outside combat, choosing survivors at their current locations. You can Consolidate before generating. Generation requires combined current HP of at least PB, with every resulting Split having at least 1 HP. New Splits appear in unoccupied spaces within 10 feet of a surviving Split, gaining movement and a Reaction immediately, but no free attack. Existing movement isn't restored. Splits sharing a space at turn's end must Consolidate.
Hit Points. When generating or Consolidating, divide combined current HP evenly among resulting Splits, rounding down; discard remainders and HP exceeding each Split’s maximum. Damage and healing affect only their targets. A Split reaching 0 HP vanishes without redistributing HP, except the last, which follows normal death-saving-throw rules. If all reach 0 simultaneously, choose one survivor. Each Split retains its own Temporary Hit Points; disappearing Splits lose theirs, including during Consolidation into one Split.
Conditions and Effects. Conditions, Temporary Hit Points, and other effects apply to each Split separately. On Consolidation, disappearing Splits lose their individual conditions and effects; survivors retain theirs. If all Splits share a condition or effect, it persists on the survivor. Shared resources and Trickster-wide effects persist. An Incapacitated or Petrified Split immediately Consolidates into another if possible. If all are affected simultaneously, choose one to remain affected; a lone Split remains affected normally. Concentration is shared: each damaged Split makes required saves, and one failure ends Concentration for all. Losing a Split doesn't itself end shared Concentration or spells affecting other valid targets.
Maintenance. In combat, maintenance credits reset to 1 at each turn's start. Each generated Split adds 1 credit, up to PB. At turn's end, after gaining any additional credits, spend 1 per retained Split; excess Splits involuntarily Consolidate, leaving at least one. Unspent credits expire at your next turn's start. Forced Consolidation costs no action and grants no refund.
Tether and Exploration. Splits must form a connected chain, with each link no longer than 20 × PB feet. Disconnected groups involuntarily Consolidate at your turn's start in combat, or after 15 minutes disconnected outside combat. Outside combat, generation and Consolidation cost no action, Focus Points, or maintenance, but retain all other limits. Rolling Initiative involuntarily Consolidates all Splits into one chosen survivor.
Sneak Attack and Cunning Strike. Each Split determines its Sneak Attack eligibility separately. Once per turn on your turn, each Split can apply your full Rogue-level Sneak Attack dice to one qualifying attack it makes. Dice spent on Cunning Strike, Rogue Split Generation, or maintenance reduce only that Split’s qualifying Sneak Attack. With two or more Splits, none can apply Sneak Attack outside your turn. With one Split, normal Sneak Attack timing applies.
Rogue Split Generation. After a qualifying Sneak Attack hit, forgo 2d6 of the attacking Split’s Sneak Attack dice per new Split. Spend each die once on damage, Cunning Strike, generation or maintenance (1d6 = +1 credit). Only that Split’s damage decreases. Each new Split adds 1 maintenance credit and makes no immediate attack.
Critical Split. When you score a critical hit with a melee weapon attack, before resolving its damage or other effects, generate one Split with Hit Points equal to its Hit Point maximum if you have fewer Splits than your PB, without redistributing existing HP. Otherwise, restore one Split of your choice to its Hit Point maximum. Gain 1 maintenance credit (maximum PB), then resolve the attack. Additional Splits generated from that hit follow normal HP redistribution, including the newly generated Split. Sneak Attack dice may fund other eligible effects, but each die can be spent only once.
Trickster's Garb
During a Short or Long Rest, transform one suit of light armour into magical Trickster's Garb: studded leather armour (AC 12 + Dexterity modifier) retaining its original magical properties. It can resemble any cloak, coat, jacket or clothing, with its appearance changeable at will without an action. Despite appearing unarmoured, it counts as worn armour for all rules purposes.
While wearing the Garb, your stowed melee weapons appear concealed. When making a melee weapon attack, you can draw, attack and stow the weapon as part of that attack, without another action. You appear unarmed between attacks, but this doesn't conceal the attack itself or grant the Hidden condition.
You can maintain only one Garb. Transforming another eligible suit reverts the previous Garb to its original armour and properties, including enchantments.
Cunning Mischief
Choose Stealth or Sleight of Hand. Gain proficiency in that skill, or Expertise if already proficient.
Mischievous Hands. Any Split can replace a melee weapon attack, including an Opportunity Attack or Shared Split Attack, with a Dexterity (Sleight of Hand) check contested by the target's Wisdom (Perception). On success, steal, plant or swap a small accessible object not worn or wielded. This consumes the attack and, for Opportunity Attacks, its Reaction.
Cooperative Mischief. When two or more Splits are within 5 feet of a creature, they have Advantage on Dexterity (Stealth) and Dexterity (Sleight of Hand) checks against it.
Additionally, at Rogue Level 5 you learn Blend Into the Crowd. When two or more Splits are within 5 feet of a target, each can replace its Shared Split Attack with Disengage and Hide. For Hide, an adjacent nonhostile creature at least its size (excluding the target), including a non-Hidden Split, provides visual concealment; other Hide requirements still apply. Successful Hide grants its normal benefits; failure leaves the Split unhidden but Disengaged. Disengage lasts normally regardless of Hide's outcome. Multiple Splits can use this, each sacrificing its attack. Opportunity Attacks cannot be replaced.
Sleight of Hand Mastery
You choose Sleight of Hand as your Cunning Mischief skill.
If you are already proficient in Dexterity (Sleight of Hand) checks, you gain Expertise in that skill, doubling your Proficiency Bonus for checks that use it.
Prerequisite: Sleight of Hand proficiency.
This option grants Expertise rather than an additional proficiency. It does not stack with Expertise already granted by another feature.
Sleight of Hand Training
You choose Sleight of Hand as your Cunning Mischief skill.
You gain proficiency in Dexterity (Sleight of Hand) checks.
This option is intended for a character who is not already proficient in Sleight of Hand. If you already have Sleight of Hand proficiency, choose Sleight of Hand Mastery instead to gain Expertise.
Stealth Mastery
You choose Stealth as your Cunning Mischief skill.
If you are already proficient in Dexterity (Stealth) checks, you gain Expertise in that skill, doubling your Proficiency Bonus for checks that use it.
Prerequisite: Stealth proficiency.
This option grants Expertise rather than an additional proficiency. It does not stack with Expertise already granted by another feature.
Stealth Training
You choose Stealth as your Cunning Mischief skill.
You gain proficiency in Dexterity (Stealth) checks.
This option is intended for a character who is not already proficient in Stealth. If you already have Stealth proficiency, choose Stealth Mastery instead to gain Expertise.
Master of Mischief
Efficient Splitting. Rogue Split Generation costs 1d6 Sneak Attack die per Split instead of 2d6.
Double Mischief. With two or more Splits, one shared Bonus Action can allow up to two different Splits to each perform a Bonus Action normally limited to one Split. Each must qualify and pay its own costs; resolve them separately. This cannot duplicate or modify a Bonus Action already allowing multiple Splits to act.
Epic Boon
This feature serves as a progression placeholder for the Trickster prestige class and grants no additional abilities, resources, feats, or Epic Boons.
Epic Boon feats remain available through the normal character progression rules, subject to their usual prerequisites.
Epic Boon
This feature serves as a progression placeholder for the Trickster prestige class and grants no additional abilities, resources, feats, or Epic Boons.
Epic Boon feats remain available through the normal character progression rules, subject to their usual prerequisites.
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