Warlock
Base Class: Warlock

The trickster is a patron who grants their worshippers powers of illusion and whimsy in order to cause chaos among the masses for nothing more than their own pleasure. The patron could be a trickster god, a powerful fey, or a silver tongued devil. Their nature doesnt matter nearly as much as their ideals. Warlocks that follow these patrons use their new found abilities to spread mischief and chaos throughout the land at the whims of their lords.

Expanded Spell List

Trickster Expanded Spells
SPELL LEVEL SPELLS

1st

disguise self, tasha's hideous laughter

2nd

detect thoughts, levitate

3rd

blink, slow

4th

confusion, greater invisibility

5th

mislead, wall of force

Sluggish Spells

Starting at 1st level, your patron bestows upon you the ability to induce sleep in a target through your normal spells. As a bonus action, you can force a creature hit by your spell attack to make a Constitution saving throw against your warlock spell save DC. If a creature fails it's saving throw it falls asleep and will wake back up in 1d4 minutes or if another creature uses an action to wake them.

You can use this feature a number of times equal to your proficiency bonus and you regain all expended uses when you finish a long rest.

Warping Madness

Starting at 6th level, you control the battlefield through teleportation of key people and objects at important moments. As an action, you can attempt to teleport a creature or object you can see within 60 feet of you to an unoccupied space you can see within 60 feet of their starting position. An unwilling creature may choose to make a Charisma saving throw against your spell save DC, taking 2d6 psychic damage and being teleported on a failure or half as much damage and no teleportation on a success. The chosen space must be on a surface or in a liquid that can support the target without them having to squeeze.

You can use this ability a number of times equal to your Charisma modifier, and you regain all expended uses once you finish a short or long rest.

Mind Fog

Beginning at 10th level, your patron  teaches you a simple but precise illusion to disorient foes in combat. When a creature you can see makes an attack against you, you can use your reaction to attempt to cloud their vision. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or have their vision blurred until the end of their turn, giving the disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. 

Trickster's Playhouse

Starting at 14th level, the battlefield is your playhouse. As an action, choose up to 10 creatures that you can see within 90 feet of you. Upon activating this ability and using an action on each subsequent turn for up to 1 minute depending on your concentration, as if concentrating on a spell, you may choose which of the following effects is applied to each effected creature.

  • Your magic bolsters them, adding 1d6 force damage to their next attack 
  • They make a Charisma saving throw against your spell save DC, and on a failure they swap positions with another effected creature. This effect is applied to both chosen targets. 
  • They make a Constitution saving throw against your spell save DC, and on a failure they have their size altered until the start of your next turn as if effected by the Enlarge/Reduce spell. 

You must finish a long rest before you can use this feature again.

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