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Isle of Dawn: Rogue Archetype - Fetch Trickster

by Marc Saindon

A quick adaption of the more sci-fiesque Mercer's Echo Knight in 5e. Rather than play with alternate timelines, which is in the more esoteric arcane territory of the rare Chronomancer (who needs high Wisdom and Intelligence to qualify, not your typical Fighter), the "Echo" powers originate from the Isle of Dawn's strong faerie/feywild energies, especially in Dunadale. Characters born in this "Irish Mystara" have a small chance to have a unique connection to the otherworldy energies of the Sidhe kingdoms, enabling them to summon a Fetch.

Fetch (folklore)

Because of its potential for trickery and mischief, I think this subclass works better attached to the Rogue instead of the Fighter. You can use your Fetch as a distraction to get the drop on an enemy or to split into two directions when escaping in alley ways. Flanking becomes easier. More potent Fetch Trickster can use their abilities to scout ahead with reduced risks to themselves. All of this is a more indirect approach to problem solving - typical of a Rogue - rather than the more straightforward way of the Fighter - especially of the Isle of Dawn.

And you wouldn't become a Knight, as people on the Isle of Dawn probably distrusts someone with ties to the Good Kingdom, and while the legends and folklore on changelings and doppelganger might lack exactitude in regards to your abilities to summon a Fetch, it does however create a strong distrust, especially on the more superstitious folk of the peasantry.


(art from: https://infinite.tcgplayer.com/article/Splinter-Twin-is-Back-in-Modern/fd6017d2-dc0f-4bf5-9326-b53c62f75d2b/