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Shaman

Trickster

A Shaman that has connected with a devious Gambler. The ancestor lends their luck and skills of the trade as a Gambler. Those that connect with a Trickster ancestor tend to be wily, compulsive, and take risks. A Trickster Shaman’s magic is intertwined with tricks and luck.

Level Prepared Spells
3Distort Value, Fortune’s Favor
5Hypnotic Pattern
7Greater Invisibility
9Seeming
STR DEX CON INT WIS CHA
10 (+0)18 (+4)12 (+1)16 (+3)20 (+5)

Subclass Features

Lv 3

Connection Spells

The connection you formed ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.

Gambler “Training:”

Your ancestor “trains” you in the ways of the Gambler. You gain proficiency with all gaming sets, Light armor, and any two skills.

Luck Spells

When you cast a leveled spell your ancestor can tip fate to your favor. For the next minute you can roll one D20 test with advantage.

You can use this feature times per long rest equal to your WIS modifier (Minimum 1).

Lv 5

Blessing of the Shamanic Ancestor

Your ancestor blesses you greatly. You gain proficiency with DEX saving throws.

Lv 6

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn as you are guided by your ancestor.

Lv 10

Careful Descendant

Your ancestor has a soft spot for you and teaches you how to get out of bad situations. You can take the Dash, Disengage, or Dodge action as a bonus action.

Lv 14

Tricks of the Trade

Your ancestor teaches you many skills. You gain proficiency with any three languages, two skills, or gain one feat.

Lv 17

Trickster Stand

Your connection allows your ancestor to take on flesh again for brief periods to aid you. You can use one action to summon your ancestor in the form of a Trickster Stand that acts after your turn in initiative and acts according to your direction for one minute. The Stand takes the form of a debanier individual in the finest of clothing with a cane or fan. If you fall Unconscious your Stand takes the Dodge action on each of its turns or you can use a reaction to dismiss the Stand and remain at one hit point.

Trickster Stand

Medium Undead

Armor Class: 17 (Glamoured Studded Leather Armor)

Hit Points: 110

Speed: 30 ft

Damage Resistances: Non magical Bludgeoning, Piercing, or Slashing.

Condition Immunities: Charmed, Frightened, Grappled, Prone, Restrained

Senses: Darkvision 60 ft, Passive Perception 14

Languages: Understands the languages you speak

Proficiency Bonus: Equals your bonus

Can’t Fool Me: Trickster Stand can see through Illusions.

Actions

Trickster Stand can cast any of the following spells with a spell save DC of 19 and a spell attack bonus of +11.

6/Summon: Color Spray, Detect Magic, Silent Image

5/Summon: Blur, Invisibility, Shadow Blade (Attacks twice with Shadow Blade each round)

4/Summon: Fear, Major Image

3/Summon: Hallucinatory Terrain, Phantasmal Killer

2/Summon: Mislead, Seeming

Quick to Retreat: Trickster Stand can take the Dash, Disengage, or Dodge action as a bonus action.

Fate Coins 3/Summon: If Trickster Stand would fail a saving throw it can expend a Fate Coin use and succeed the saving throw.