BR:Trickster

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A Khajiit trickster uses illusions for their stealth

Trickster

Tricksters use illusion to magically entrance and beguile other creatures. Whether they use their skills to become peacemakers who bewitch the violent to lay down their arms, or become tyrants who magically bind the unwilling into their service, Tricksters rely on manipulating the minds of others.

Trickster Features
Level Feature
1st Path Spells, Dark Presence
6th Entropic Ward
10th Shadowy Defenses
14th Mind Taking

Path Spells

The path of shadow that you follow grants you the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level, you gain access to path spells.

Once you gain access to a path spell, you always know it, and it doesn't count against the number of spells you know. If you gain access to a spell that doesn't appear on the nightblade spell list, the spell is nonetheless a nightblade spell for you.

Trickster Spells
Nightblade Level Path Spells
1st dissonant whispers, hideous laughter
3rd detect thoughts, phantasmal force
5th clairvoyance, sending
7th dominate beast, black tentacles
9th dominate person, telekinesis

Dark Presence

Starting at 1st level, you have the ability to project the beguiling and fearsome presence of the darkness. As an action, you can cause each creature in a 10-foot cube originating from you to make a Willpower saving throw against your nightblade spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Entropic Ward

At 6th level, you learn to magically ward yourself against attack and to turn an enemy’s failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Shadowy Defenses

Beginning at 10th level, your learn how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Willpower saving throw against your nightblade spell save DC or be charmed by you for 1 minute or until the creature takes any damage.

Mind Taking

At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast a spell or use an ability to charm one or more creatures, you can alter one creature's understanding so that it remains unaware that it is being charmed.

Additionally, once before the spell or effect expires, you can use your action to try to modify the chosen creature's memory of some of the time it spent while charmed. The creature must succeed on an Intelligence saving throw against your nightblade spell save DC. On a failed save, you can modify a number of hours of its memories equal to 1 + your Personality modifier (minimum 1). You can choose to modify less time if desired, and the amount of time can't exceed the duration of your illusion spell.

A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The GM might deem a modified memory too nonsensical to affect a creature in a significant manner.