Base Class: Wizard
This is a unique deviation from the original circuit trickster class to better fit those working in Diplomats Reach. Pioneered by Magdalena Heart upon entry into the 3DS. What makes this class distinct from the original is the addition of a firearm.
Gunsmith
After becoming familiar with your firearm you are able to make small repairs from misfires.
Pheromonal Override
Starting at 3rd level when you choose this subclass you can utilize the transplanted organ in your mouth. As an action, choose one creature that you can see within 5 feet of you. If the target can see or smell you, it must succeed on a Wisdom saving throw against your Entropist's spell save DC or be charmed by you until the end of your next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly enthralled.
On subsequent turns, you can use your action to produce more pheromones to continue this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor smell you, or if the creature takes damage.
Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.
Aim of the Trickster
Starting at 6th level, when attacking a charmed creature make your firearm attack roll with advantage. Additionally, whenever you get a critical hit with a firearm attack, you can use a bonus action to make a spell attack.
Omni-Contingency
Starting at 10th level, when you activate pheromonal protocols of 1st degree or higher that targets only one creature, you can have it target a second creature. Also starting at this level you can use your bonus action to switch between 3 bullet types:
Explosive: Bullets now do bludgeoning
Armor Piercing: Bullets now do piercing damage
Laser: Bullets now do radiant damage
Hypothymesia
At 14th level, you gain the ability to make a creature unaware of your pheromonal influence. When you activate a pheromonal protocol to charm one or more creatures, you can permanently alter the brain chemistry of a creature so that it remains unaware of being charmed.
Additionally, once before the protocol expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your Entropist protocol save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can’t exceed the duration of your pheromonal protocol.
Also at 14th level your pheromonal protocols executed in combat no longer trigger disadvantage
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