Druidic Circle: Circle of Tricksters

by Chilroy

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Druidic Circle

Circle of Tricksters

Druids within the Circle of Tricksters commune with the cunning fey spirits of the natural realm, using their knowledge and power to protect the wilds or sacred places from intrusion. These druids mimic animals such as the coyote, crow, rabbit, raccoon, ravens, spiders, and many more. By studying and communing with these creatures, they can access primal sources of illusory, fey magic dwelling within the roots of the world.

Circle of Tricksters Features
Druid Level Feature
2nd Fey Mesmers, Mask of Guile
6th Trickster's Flair
10th Entrancing Mesmers
14th Trick of the Light

Fey Mesmers

Starting at 2nd level, you gain news ways to use your Wild Shape feature. As a bonus action, you can expend a use of your Wild Shape feature to perform a Fey Mesmer, rather than transforming into a beast. You have access to the following Fey Mesmers:


Illusory Reflections. Until the end of your turn, when you move you create illusory copies of yourself. When you start a unique movement during your turn (e.g., regular movement, dash, or movement granted by abilities or features), you leave a static illusory image of yourself behind in the space from which you started. These illusory copies last for a minute or until they are destroyed. During your turn, you can use a bonus action to teleport to an illusory copy, destroying it.

When a hostile creature starts their turn in, moves through, or moves adjacent to the space occupied by one of these illusions, it bursts into fey energy. They must succeed on a Dexterity saving throw or take 1d6 psychic damage. On a success, they take half damage.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.


Shadow Grove. You leap creating a veil of night and shade. When you use this mesmer, you create a 20-foot-radius sphere on a point within 60 feet. The sphere spreads around corners, and its area is heavily obscured. It lasts for one minute and can only be dispersed by a dispel magic spell or similar magic. As an action, when you create this sphere, you can choose to dash to the center of the sphere if there is an unobscured path to it. While in the sphere, you can see as though it were unobscured and you have advantage against effects that would involuntarily move you (e.g., shove, being knocked prone, and so on). While this sphere lasts, you can move it 10 feet as a bonus action.

Mask of Guile

At 2nd level, you craft a mask that represents your connection with the trickster spirits of the wild. It is a Tiny object and can serve as a Spellcasting Focus for your Druid Spells. You determine its form by rolling on the Mask of Guile table, by choosing one, or creating your own. While wearing this mask, you have these benefits:

  • You know the minor illusion cantrip.
  • You have the sleep spell prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can have prepared.
  • You can cast sleep without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

If you lose the mask, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous mask.

Mask of Guile
d6 Mask Form
1 A wooden mask of a ram, with long twisting horns, adorned with feathers.
2 Your mask is made of crystal, mirroring the rainbow, with chitinous features.
3 Carved from the bones of sea serpents, marked with bioluminescent oils.
4 A mask etched from stone, the visage of an avian with haunting eyes.
5 Your mask looks like it's made of smoke and shadow, in the shape of a hare.
6 I use natural paints to mark my face in strange patterns.

Trickster’s Flair

At 6th level, you gain three Trickster Die (1d4). When you cast a spell from the school of enchantment or illusion, you can expend a die to increase the spell attack bonus or spell save DC by 1d4. Alternatively, you can expend a die to cast one of the following spells without expending a spell slot:

  • enthrall
  • invisibility
  • mirror image
  • Tasha’s mind whip

Once a spell has been cast using this feature, that spell can’t be cast again until you finish a long rest. Wisdom is your spellcasting ability for these spells. You gain additional Trickster Die at 9th, 13th, and 17th level. You regain all expended dice when you finish a short or long rest.

Entrancing Mesmers

At 10th level, you now have the following benefits while using your Fey Mesmers:


  • Enchanting Visages. While you have an illusory copy of yourself from your Illusory Reflections, you can hide even in the open, without requiring cover. The only way to reveal your presence is if a creature makes a successful Intelligence (Investigation) check against your spell save DC or for you to reveal yourself by using the dash action, attacking, or forcing a saving throw.
  • Shadow Dancer. The hostile creatures within the Shadow Grove sphere consider it difficult terrain. While in the sphere, you can teleport to any location within the sphere as a free action. You may only do this once per turn.

Trick of the Light

At 14th level, your fey tricks become harder to discern from reality. As a reaction, you can expend any number of your Trickster Die to subtract 1d4 per Die expended from any ability check or saving throw made against your features or spells you cast from the enchantment and illusion schools.

Credits

This subclass was created by Chilroy. I can be found as /u/Jagganoth on /r/UnearthedArcana, or on twitter @True_Byrdman. If the contents of this document
or any other of mine is used in your creations, please
give credit duly.

 

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