Warlock
Base Class: Warlock

While some patrons yearn for power or influence, others for conquest and domination, yours has a much simpler mission for you. They want you to be a menace, a trickster, a thief and a jokester. They want you to go on adventures, get into mischief and have fun with your life. They gift you with your own spectral accomplice, a creature to help you become the best scoundrel you can possibly be.

Expanded Spell List

The Rascal 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.

Rascal Expanded Spells

Jokester

At 1st level, you learn the Vicious Mockery and Minor Illusion cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known. You also gain proficiency with the Disguise Kit, an instrument of your choice and a gaming set of your choice.

Summoned Scoundrel

Also at 1st level, your patron bequeaths you with a tricksy companion, a partner in crime. You are accompanied by a tiny illusory creature, with its appearance chosen by you. You are the only one that can interact with it physically, and it is immune to all damage and conditions. It can only move within 100 feet of you, and you can communicate with it telepathically. It has a movement speed of 30 feet, and can move through water and air as though it can fly or swim. It is unaffected by difficult terrain, cannot be targeted, and cannot interact with the physical world, although it cannot pass through objects or other creatures. You can dismiss and manifest your scoundrel as a bonus action. In combat, it acts on your turn, and can only take the Hide and Search actions. Should it need to make an Intelligence, Wisdom or Charisma ability check, it uses your modifiers. Otherwise, they have no modifier.

While your scoundrel is summoned and within 5 feet of you, you can add 1d6 to any Deception, Perception, Performance or Persuasion skill check you make.

While your scoundrel is dismissed, you can add 1d6 to any Wisdom or Charisma saving throw you make.

Thieving Scamp

At 6th level, your little scoundrel can act as a tiny thief, able to partially interact with the objects around them. They can lift and move an amount of pounds equal to 4 x your Charisma modifier. They also gain access to the [Tooltip Not Found] and Help actions.

In addition, while your scoundrel is summoned they can use your Sleight of Hand and Stealth modifiers should they need to make an ability check, with a bonus equal to your Charisma modifier.

While they are dismissed, you gain a bonus to your Sleight of Hand and Stealth checks equal to your Charisma modifier.

Eyes of the Trickster

At 10th level, your patron alters your vision, allowing you to see past the tricks of others. You have Truesight out to 5 feet, and so does your scoundrel.

While your scoundrel is summoned and within 5 feet of you, you can add 1d6 to any Insight and Investigation skill check you make.

While your scoundrel is dismissed, you can add 1d6 to any Intelligence saving throw you make.

Permanent Bond

At 14th level, the bond between you and your scoundrel has grown, allowing you to transfer power between you. When you cast a spell that requires concentration, you can make your scoundrel concentrate on it instead. While they do, they become corporeal and are able to be targeted. They have an AC equal to 12 + your Charisma modifier, and must make Concentration checks as normal if damaged. They cannot be destroyed or killed. If they move more than 30 feet from you, then Concentration will be transferred back to you. Once it is, you must hold it until you end the spell or it is broken. If you are concentrating on another spell when this happens, you can choose which one to drop.

In addition, you can always see through your scoundrel's eyes and hear what it hears.

The Rascal Image

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