Circle of the Trickster

All Druids seek to emulate or harmonize with different aspects of nature. Druids in this Circle seek to emulate the often overlooked aspects, using their skills to aid in deception and subterfuge. After all, camoflage is a tool used by both predators and prey, and many plants and animals in the wild use misdirection in their efforts to stay safe or find their next meal.

Circle Spells

Trickster Druids specialize in magic that helps them throw their enemies off or hide their advantages. Starting at 2nd level, a Druid of the circle knows the Minor Illusion cantrip. Additionally, a Trickster Druid gains access to certain spells at 3rd, 5th, 7th, and 9th levels, shown in the table below. 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.

Circle of Trickery Spells

Druid Level Circle Spells 3rd Invisibility, Mirror Image 5th Blink, Major Image 7th Dimension Door, Fabricate 9th Passwall, Seeming

Shape of the Trickster

At 2nd level a Trickster Druid finds new uses for their Wildshape feature. By expending a use of their Wildshape as an action, a Trickster Druid may gain one of the benefits of the Alter Self spell. This benefit lasts for a number of hours equal to half the druid's level (rounded down). In addition, when a Trickster Druid creates natural weapons with this feature, they may use their Wisdom modifier for the attack and damage rolls of their natural weapons.

Hidden Passages

The Trickster Druid knows how to escape from danger when threatened. At 6th level, when the Trickster Druid is about to suffer damage, they may use their reaction to immediately turn invisible and teleport up to 30 feet to a point they can see. This invisibility lasts until the end of the Druid's next turn, or when the Druid attacks or casts a spell.

Once you use this ability you must finish a short or long rest until you can use it again.

Improved Trickster Shape

At 10th level, the Trickster Druid learns to bend their shape in ways other Druids couldn't. When the Druid uses their Shape of the Trickster Circle feature, they may choose to benefit from two of the effects of Alter Self, and their Natural Weapons become +2 magical weapons.

Additionally, the Druid may choose from the following additional effects:

The Druid grows a pair of wings, giving them a flying speed equal to their walking speed.

The Druid may grow or shrink, as per the Enlarge/Reduce spell.

The Druid may increase their reach by 5 feet.

The Druid may increase their movement speed by 10 feet.

Trickster's Double

By 14th level, a Trickster Druid becomes the epitome of nature's ability to decieve and misdirect. As an action, the Druid may manifest a duplicate of themself. The duplicate is identicle to the Druid, including their ability scores, saving throws, and skill proficiencies, but has a maximum hit point value equal to 5 times the Druid's level. While manifested, the duplicate acts during the same initiative as the Druid and has its own Action and Bonus Action, but may only take the Dodge action unless the Druid uses their bonus action to command it to attack or cast a spell. No action is required to move the duplicate to your desired destination, and no action is required to make the duplicate use their opportunity attack reaction.

The Druid and the duplicate share their magic and are mystically entwined, so while the duplicate can cast spells the Druid has prepared, the Druid still uses their own spell slots for the duplicate's casting. Additionally they must still follow the spellcasting rules, so if the Druid casts a spell of 1st level or higher as an action they can only command their duplicate to cast a cantrip or vice versa. The duplicate can, however, concentrate on their own spell, but if the spell requires an action to activate its active effect the Druid must use their bonus action to command the duplicate to use it. The duplicate makes its own concentration checks to maintain a spell.

The duplicate lasts 10 minutes or until you use an action to dismiss it. Once you use this ability you may not use it again until you finish a long rest.