Sorcerous Origin: Trickster

A strange kind of magic pounds through your veins, though its origin is anyone's guess. Perhaps someone in your family worshipped a god of the Trickery Domaain who blessed your family, or perhaps your magic is the result of some sort of cosmic prank - how fitting! But either way, you're in possession of some fun - if fickle - magic.

Trickster's Affinty

You find yourself naturally attuned to a certain manner of spells - one size doesn't fit all , of course. At 1st level, pick either the Enchantment or Illusion school of magic. Spells from your chosen school are sorcerer spells for you. You also can apply the affects of the Arcane Trickster's Mage Hand Legerdemain to the Mage Hand cantrip starting at level 2 for 1 sorcery point.

Laughing Rogue

The magic in your blood grants you innate knowledge of mundane forms of trickery. Starting at 1st level, pick two from Sleight of Hand, Deception, or Persuasion. You gain proficiency in these two skills; if you already have proficiency, you gain double proficiency instead.

In addition, whenever you cast a spell of 1st level or higher, roll a d20 to determine whether or not you trigger a Chaotic Surge. If the result of the roll minus the spell's level is 1 or less, a Surge is triggered.

When you trigger a surge, roll a D20 to determine which column the effect will be from(1-3 = Extreme, 4-9 = Moderate, 10-20 = Minor), and a D100 to determine which effect in that column.

Starting at 6th level, you can choose to reroll a Chaotic Insurgency effect once per day, and at 14th you can reroll 3 times per day.

Magical Mirror

What goes around, comes around. Starting at 6th level, any time you are the target of a spell and succeed your save, or you are within 5 feet of an ally who is the target of a spell and succeeds their save, you can spend sorcery points equal to the spell's level to steal it. When a spell is stolen this way, you can then cast the spell as if it were on your list if it is a level you can cast, but you cannot apply metamagic options to it. A stolen spell can only be cast this way once, and must be cast within 24 hours of stealing it. Casting a stolen spell does not expend a spell slot.

You can also use Mage Hand as a Reaction against physical projectiles (i.e. arrows, sling bullets, stones, ect). If you or an ally within 5 feet of you are the target of a projectile and successfully dodge it, you can use your Mage Hand to catch and reflect the projectile with the same specs of the original attack.







Boon Companion

What makes a trick better than an accomplice to help set it up and enjoy the gratification when it succeeds? At 14th level, you gain a familiar. The creature functions as in the Find Familiar spell, except its type must be fey, it can speak, has darkvision up to 60 feet, you can turn it into a tattoo or accessory instead of banishing it, and it must have traits from the Boon Companion table. Your companion cannot attack, but it may interact with objects during battle. Additionally, your companion cannot be killed; if its hit points are reduced to 0, it returns to a pocket dimension until you summon it. Your companion may change its form but not its special trait or ability. You can choose the traits manually or roll for them.

Additionally, you can use your Companion as the origin point of any spell as long as it's within 30 feet.

Master of Mischief

Your trickster nature has culminated fully. At 18th level, you gain mastery over illusion and enchantment spells; when casting a spell from the Illusion or Enchantment schools, you can apply any metamagic option you know at a reduced cost of 1 sorcery point less. Additionally, you can apply any metamagic option you don't know to an illusion or enchantment spell at twice the option's usual cost.











Credit: fawnlenn.tumblr.com