Base Class: Sorcerer
Gods of trickery — such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki — are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They’re patrons of thieves, scoundrels, gamblers, rebels, and liberators.Your innate deceptive and prank-loving personality has captured the attention of one of the trickster gods. They've sought fit to empower your mischievous inclinations, so they can sit back and watch and laugh.
Trickster Magic
Your link to the divine allows you to learn spells of the trickery domain. You can replace a sorcerer cantrip with an illusion or enchantment cantrip. You gain the following spells at 1st, 3rd, 5th, 7th, and 9th level. At 1st level, you also gain the prestidigitation cantrip.
| Affinity | Spell |
|---|---|
| 1st | charm person, sleep |
| 3rd | mirror image, phantasmal force |
| 5th | blink, major image |
| 7th | dimension door, confusion |
| 9th | dominate person, modify memory |
Smooth Talker
At 1st level, you gain proficiency in deception
Persistent Trickery
Starting at 6th level, you can spend 2 sorcery points, when a target makes a successful saving throw to end the effect of an Enchantment or Illusion spell, you can force them to make the saving throw again with disadvantage. This cannot be used when the spell is first cast. It can only be used if the target has failed the initial saving throw, and has a new saving throw each round or if they are damaged, etc. If they fail this saving throw, the duration of the spell starts over.
Pixie Wings
Starting at 14th level, you can use a bonus action to manifest a pair of wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you’re incapacitated, you die, or you dismiss them as a bonus action.
These wings appear the same as a sprite's wings.
Duplicity
Starting at 17th level, you can use your sorcery points to create up to 4 illusory duplicates of yourself. The cost is 3 points per duplicate.
As an action, you create one more more perfect illusions of yourself that last 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.
As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.
Previous Versions
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