Warlock
Base Class: Warlock

Your patron is a Trickster: an embodiment of chaos which seeks to spread doubt and confusion throughout the world, particularly to those who have great hubris. You may have once impressed or outwitted your patron with a particularly clever scheme. Or, you may simply be a small part of a much bigger plan your patron is setting in motion. Either way, your patron has given you the power to deceive others to reveal the foolishness found in all things which exist. Beings of this sort include minor gods of Trickery, certain Archfey and Archdevils, and creatures whose powers of deception are so great, their very identity is obscured to all.  

Expanded Spell List

The Trickster lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Fiend Expanded Spells
Spell Level Spells

1st

color spray, disguise self

2nd

arcanist's magic aura, blur

3rd

bestow curse, blink

4th

confusion, phantasmal killer

5th

geas, mislead

Wit and Wile

You gain proficiency in deception and the disguise kit. You also learn the cantrip Vicious Mockery. It is treated as a warlock cantrip, but it does not count against the number of warlock cantrips you know. Starting at level 5, you may select a number of targets up to the number of damage die this cantrip deals, splitting the damage die between the targets (minimum 1 damage die per creature). Each selected target makes a separate saving throw.

Pride before the Fall

Whenever a creature within 60 ft. of you makes an attack roll or ability check with disadvantage and fails the roll, you can force them to make a wisdom saving throw; on a failed save, they take 1d4 psychic damage and become immune to this effect until the beginning of their next turn. This damage increases at certain levels: 1d6 at 5th level, 1d8 at 10th level, and 1d10 at 15th level.

Illusionary Flourish

Starting at 6th level, your patron has taught you secrets about casting illusion magic. When you cast an illusion spell, you can ignore its verbal and somatic components and then teleport up to 30 ft. to a point you can see. You cannot use this feature again until you finish a short or long rest.

Second-hand Embarressment

Starting at 10th level, you've learned to take advantage of empathy to spread humiliation. Whenever a creature takes damage from your Pride before the Fall feature, you may also force all creatures of your choice within 5 ft. of that creature make a Wisdom saving throw, taking the same damage on a failed save.

Induce Paranoia

You have learned to exploit the smallest of doubts within a creature's mind. Starting at 14th level, as an action, you can target a creature within 60 ft. of you with this feature and force it to make an intelligence saving throw.  On a failed roll, choose a creature or object of your choice within 15 ft. of the target that it can see, other than itself. For the next minute, the target becomes convinced that the chosen creature or object is an illusion or hallucination hiding something sinister, regardless of any other observations. During this time, it has disadvantage on all attacks and ability checks while within 15 ft. of the chosen creature or object.

Once you use this feature, you cannot do so until you finish a long rest.

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