Base Class: Druid
The Circle of the Trickster Spirit is made up of those druids who allow the mischievous nature of the fey to inhabit them and guide their lives. They are often playful, sometime cruel, and never known to be anything other than the life of the party. Their order seldom gathers at all, but when they do the mischief that follows is often worthy of song. They are revered as agents of infiltration and subterfuge, and the greatest among their order are capable of incredible acts of spycraft (or vengeful acts of impersonation that can ruin entire kingdoms).
Those that abide by this Circle's mantras may use their powers for good or evil, but it is rare to find one that can resist the allure of a good joke, often at someone else's expense.
Fey Chicanery
When you choose this circle at 2nd level, you learn the minor illusion cantrip. This cantrip doesn't count against the number of druid cantrips you know. In addition, if you cast a spell that charms any number of creatures, they do not know they were charmed by you after the spell ends.
When you cast charm person, the spell does not require verbal or somatic components. When you reach 7th level in this class, casting charm monster does not require verbal or somatic components.
Circle Spells
Your mystical connection to the spirit world infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to a particular kind of spirit.
Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
| Druid Level | Spells |
|---|---|
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3rd |
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5th |
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7th |
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9th |
Blessing of Will
Starting at 6th level, your circle spells no longer require verbal, somatic, or material components if they do not have a cost. If they require material components that do have a cost and you are the only target, the components are not expended.
Tricks of the Trade
When you reach 10th level, your connection to your type of fey spirit strengthens. You can't be charmed, and may cast spells gained from your Circle Spells without expending a spell slot to cast them. The combined level of spells cast this way cannot be greater than the highest level Druid spell you can cast. You regain the full use of this feature after a long rest.
In addition, the spirits that inhabit you constantly whisper convenient lies that prey on the secrets and hidden truths of those you converse with. Whenever you make a Deception ability check, you can treat a d20 roll of 9 or lower as a 10.
Inhabitation of Deceit
At 14th level, the mischievous spirits that aid your magic inhabit you entirely, granting you terrible mastery of deceit. If you spend 1 minute whispering old and hidden words to a dead creature that you can see or touch, it disintegrates into ash. If it was a medium or smaller humanoid and was humanoid at birth, its animating spirit inhabits you if its spirit is free to return and has been dead for no more than 200 years. You may have a number of inhabitations equal to twice your Wisdom modifier (minimum 1). You may dismiss a spirit currently inhabiting you at any time, at which point it is lost forever. As long as a spirit inhabits you, it is not free to return to its body. You lose all spirits if you are ever dead for a year and a day.
As a bonus action, you may use a use of your Wild Shape or two uses of Tricks of the Trade to take the form of any animating spirit that inhabits you, though none of your game statistics change. The form looks as it did before the event that caused its death, bereft of any wounds. Your clothing and equipment aren't changed by this feature. While you take the form of an animating spirit, creatures able to sense your true form must make a Wisdom (Perception) check contested by your Charisma (Deception) check. If you succeed on the check, the creature fails to notice your true form for the next 24 hours.
While shaped, the inhabiting spirit shares knowledge about their life: you know everything about the creature that would've been known to acquaintances and casual friends, including languages, and may spend one use of Tricks of the Trade to know any single piece of information that it knew in life, even if it was known only to them. You retain any memories accessed by this feature as if they had been made naturally, but cannot access memories of your inhabiting spirits unless you have previously accessed them using this feature.
You may also spend a use of Tricks of the Trade when you use this feature to gain a single armor, tool, or weapon proficiency. You may only have one such proficiency at a time, and only if your DM agrees that the original form likely had such a proficiency. If you gain a new one, you lose the old one, and you lose the proficiency if your form changes for any reason.
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Posted Jul 24, 2023I love this so much but oh my god