Warlock
Base Class: Warlock

You made your pact with a presence that never shows its face, only speaks through veils, riddles, and puppet strings. Known only as The Voice Behind the Curtain, your patron promises you brilliance, spectacle, adoration… at the price of your clarity, your grip on reality, and your sense of when the performance ends.

You don’t cast spells... you deliver them, like punchlines. You don’t charm... you entertain, and sometimes the audience bleeds.

They say your patron is a god of madness.

But who knows what rests behind the curtain.

Comedy and Tragedy

You can use your action to create a pact weapon in your empty hands. You are proficient with your pact weapon.

Your pact weapons are twin daggers that are pure manifestations of your patron’s fractured will: one laughing, one weeping. When held, they hum with emotion: laughter in the right hand, sorrow in the left. Sometimes they whisper to you. They never agree.

Comedy:
Weapon (dagger), rare

Damage: 1d4
Damage Type: Radiant
Properties: Finesse, Light, Range, Thrown
Range: 20/60
Weight: 1
“If you’re going to kill them… at least make it funny.”

Tragedy:
Weapon (dagger), rare

Damage: 1d4
Damage Type: Psychic
Properties: Finesse, Light, Range, Thrown
Range: 20/60
Weight: 1
“Not every ending needs a survivor.”


You may recall one of your pact weapons using a bonus action.
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required).

Level 3: Final Ovation

When you reduce an enemy to 0 Hit Points, you may cast Vicious Mockery as a reaction, without using a spell slot.

Level 3: Fiend Spells

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Fiend Spells table, you thereafter always have the listed spells prepared.

Fiend Spells
Warlock Level Spells
3 Burning Hands, Command, Scorching Ray, Suggestion
5 Fireball, Stinking Cloud
7 Fire Shield, Wall of Fire
9 Geas, Insect Plague

Level 6: Perilous Encore

When you make an ability check, saving throw, or attack roll, you can call upon the unseen audience of your patron’s realm. With a flick of your wrist, a bowed head, and a whispered line from a forgotten act, you gain a bonus equal to 1d10 added to the roll.

After rolling the 1d10, you may attempt to reroll it — as if demanding another chance, a better applause.

To do so, you must immediately make a Wisdom saving throw (DC = 10 + the result of the first 1d10).

  • On a success: You may reroll the 1d10 and choose the higher of the two results.

  • On a failure: You suffer 1d10 psychic damage, lose the bonus entirely as the original 1d10 is discarded, and a distant, echoing boo is heard.

     

     

     

You can use this feature a number of times equal to your Dexterity modifier (minimum of once).

You regain all expended uses when you finish a Long Rest.

 

Level 10: Fiendish Resilience

Choose one damage type, other than Force, whenever you finish a Short or Long Rest. You have Resistance to that damage type until you choose a different one with this feature.

Level 14: Hurl Through Hell

Once per turn when you hit a creature with an attack roll, you can try to instantly transport the target through the Lower Planes. The target must succeed on a Charisma saving throw against your spell save DC, or the target disappears and hurtles through a nightmare landscape. The target takes 8d10 Psychic damage if it isn’t a Fiend, and it has the Incapacitated condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space.

Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.

Comments

Posts Quoted:
Reply
Clear All Quotes