Loki Laufeyson

Loki of Asgard is the adopted son of Odin and Freyja, the younger adopted brother of Thor and Balder, and the legitimate King of Jotunheim through his biological father Laufey.

## Personality

Loki is the God of Mischief, through and through. Compared to his boisterous older brother, he always seemed to be calm,
peaceful and quiet, but in truth had the mind of a cold, calculating
sociopath.

Indeed, Loki's megalomaniacal desires were
foiled by his true objective to stand superior over Thor and Balder and crushing them
completely, proving to his brothers that he was their equal and Thor's better, which
was all he ever wanted. Loki had suppressed his desires for most of his life due to
constantly living within their shadow.

Loki had a flaw of being arrogant, narcissistic and
was in possession of extensive delusions of self-entitlement. An often remarked flaw of Loki's was that he not only lacked
conviction but often failed to appreciate the long term consequences his
 actions might have.

Loki would have no respect for his real heritage and
would contradict himself within this area to whatever situation
would require it better. Furthermore, Loki also felt that he was viewed as nothing
more than a trophy and tool instead of an actual son by Odin despite all
 evidence to the contrary.

Deep down Loki loved his family to some degree. Ultimately,his love for his family would far surpass any
desire for power that Loki had, given the chance to prove himself, once he finally grows up.

## Abilities

### Expertise

At 1st level, choose two of your skill proficiencies, or one of your
skill proficiencies and your proficiency with thieves' tools. Your
proficiency bonus is doubled for any ability check you make that uses
either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

### Sneak Attack

Once per turn, you can deal extra 1d6 damage to one creature you hit
with an attack if you have advantage on the attack roll. The attack must
 use a finesse or a ranged weapon. As you gain levels, the amount of
damage increases, as shown on the level table.

You don't need advantage on the attack roll if another enemy of
the target is within 5 feet of it, that enemy isn't incapacitated, and
you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in
this class, as shown in the Sneak Attack column of the Rogue table.

### Cunning Action

Starting at your second level, you can use your Bonus Action to take the Dash, Disengage, or Hide action.

### Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you
with an attack, you can use your reaction to halve the attack's damage
against you.

### Evasion

Beginning at 7th level, when you are subjected to an effect that
allows you to make a Dexterity saving throw to take only half damage,
you instead take no damage if you succeed on the saving throw, and only
half damage if you fail.

### Reliable Talent

By 11th level, whenever you make an ability check that lets you add
your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

### Blindsense

Starting at 14th level, if you are able to hear, you are aware of the
 location of any hidden or invisible creature within 10 feet of you.

### Slippery Mind

By 15th level, you gain proficiency in Willpower saving throws.

### Elusive

Beginning at 18th level, no attack roll has advantage against you while you aren't incapacitated.

### Stroke of Luck

At 20th level, if your attack misses a target within range, you can
turn the miss into a hit. Alternatively, if you fail an ability check,
you can treat the d20 roll as a 20.

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

## Trickster

### Blessing of the Trickster

At 1st level, you can use your action to touch a willing creature to give it advantage on Dexterity (Stealth) checks.
This blessing lasts for 1 hour or until you use this feature again.

### Invoke Duplicity

Starting at 1st level, as an action, you create a perfect illusion of
 yourself that lasts for 1 minute, or until you lose your concentration
(as if you were concentrating on a spell). The illusion appears in an
unoccupied space that you can see within 30 feet of you. As a bonus
action on your turn, you can move the illusion up to 30 feet to a space
you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the
illusion's space, but you must use your own senses. Additionally, when
both you and your illusion are within 5 feet of a creature that can see
the illusion, you have advantage on attack rolls against that creature,
given how distracting the illusion is to the target.

### Roguish Talents

You may choose at level 1 to switch the Asgardian basic abilities for the Rogue basic abilities, including spell slots for Sneak Attack.

### Shifting Form

Starting at 7th level, when you move on your turn, you take only
half damage from opportunity attacks, and you can move through any
enemy's space but can't willingly end your move there. If you cast a teleportation spell,

### Alter Memories

At 10th level, when you cast an enchantment spell to charm one or
more creatures, you can alter one creature's understanding so that it
remains unaware of being charmed.

Additionally, once before the spell expires, you can use your
action to try to make the chosen creature forget some of the time it
spent charmed. The creature must succeed on an Intelligence saving throw
 against your Asgardian spell save DC or lose a number of hours of its
memories equal to 1 + your Charisma modifier (minimum 1). You can make
the creature forget less time, and the amount of time can't exceed the
duration of your enchantment spell.

### Can't Outfox a Fox

At 14th level, you can't be charmed or poisoned, and if an attack is a critical hit against you, it doesn't
deal its extra damage to you. In addition, you may conjure a realistic duplicate to absorb an attack as a reaction. You teleport up to 60 feet in a place that you can see.

You may not use this ability again until you finish a long or short rest.

### Improved Duplicity

At 18th level, you can create up to four duplicates of yourself,
instead of one, when you use Invoke Duplicity. As a bonus action on your
 turn, you can move any number of them up to 30 feet, to a maximum range
 of 120 feet.

## Equipment

* Staff of the Trickster God
* Loki's Armor