Sorcerer
Base Class: Sorcerer

Favored by the gods of Trickery, you have gained access to what every mischievous child wishes they had.

Trickster's Magic

As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target. 

Additionally, you gain access to the Trickery domain spell list:

1st - Charm Person, Disguise Self
3rd - Mirror Image, Pass without Trace
5th - Blink, Dispel Magic
7th - Dimension Door, Polymorph
9th - Dominate Person, Modify Memory

These do not count against your known spells, and you can cast them at will.

Extended Tricks

Starting at 6th level, when you cast a spell that has a duration of 1 minute or less, you can use a bonus action to extend the length of the spell up to 24 hours. You can only use this feature twice until you finish a short or long rest.

Trickster's Form

Starting at 14th level, you can use a bonus action to transform into a beast with a CR of 2 or lower, as well as allowing you to cast spells half your spellcasting level rounded up. You can perform the somatic and verbal components of a spell while in Trickster's Form, but you aren't able to provide material components. You can retain this form until you're incapacitated, you die, or you transform back as a bonus action. You use the Druid's Wild Shape rules whilst transformed:

  • Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, Personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair Actions, you can't use them.
  • When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of dropping to 0 Hit Points, any excess damage carries over to your normal form.
    You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.
  • You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't Change Size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no Effect until you leave the form.

You can use this feature 3 times. You regain expended uses when you finish a short or Long Rest.

Innate Trickster

Your ability to use Trickster's Form increases, allowing you to use it an unlimited number of times. Additionally, you can ignore the verbal and somatic components of your spells.