Warlock
Base Class: Warlock

Loki is a master of lies, chaos, and manipulation—an ancient trickster god who thrives not through brute strength or divine conquest, but by unmaking certainty and twisting perception. Where others rule through fear or faith, Loki rules through doubt. He is a shapeshifter, a silver-tongued liar, and a magician whose greatest power is knowing exactly what someone wants to hear. Those who strike a pact with him rarely seek power—they seek freedom... only to find themselves changed by it.

To be chosen by Loki is to become an extension of his games. Your magic bends truth and appearance. Your words carry charm sharp enough to slice steel. With a flick of your hand, shadows deceive, weapons appear from nothing, and even your enemies question what is real. You are not a destroyer—you are a deceiver, a dancer in the margins of trust, and a wielder of quiet, cunning power. You were chosen because you know how to lie—and because, deep down, you understand why lies matter.

When the guards cornered the cloaked thief in the temple’s undercroft, they swore they had him. But the man only smiled, vanished, and left three guards fighting each other in the dark, their swords clashing against illusions. The real thief walked away laughing, pockets full of gold and a small, glowing token marked with a single rune: “L.”

Level 3: God of Lies

You gain the ability to bend perception and conjure blades of pure magical energy.

  • Mischief Magic: You learn Minor Illusion and Disguise Self. These do not count against your number of cantrips or spells known.

  • Conjured Blade: When you take Pact of the Blade, you may summon your weapon as a glowing green ethereal dagger, spear, short sword, or curved blade as a bonus action. It deals force damage and can be thrown (range 20/60). You may resummon or change the form of the weapon each time you summon it.

  • Loki’s Deception: When you cast a spell of 1st level or higher that causes a creature to make a saving throw, you may impose disadvantage on the save once per turn if the creature hasn’t seen you cast a spell yet during that turn.

Level 3: Trickery Spells

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

Trickery Spells
Warlock Level Spells
3 Dissonant Whispers, Tasha’s Hideous Laughter, Mirror Image, Suggestion
5 Major Image, Counterspell
7 Polymorph, Phantasmal Killer
9 Mislead, Dominate Person

Level 6: Illusory Echo

You gain the ability to create illusory duplicates that confuse foes and even take your place.

  • Illusory Clone (1/short rest): As a bonus action, create a spectral duplicate of yourself within 30 feet. The clone lasts 1 minute, is incorporeal, and mimics your actions.

    • It shares your AC, has 1 HP, and moves when you move.

    • When you take damage, you may use your reaction to swap places with the clone, causing it to take the damage instead and vanish.

    • Enemies have disadvantage on attack rolls against you if both you and the clone are adjacent to the attacker.

  • Misdirect Reality: While the clone is active, you can cast spells from its space as though you were there.

Level 10: Enchanting Presence

Your magic now enchants the mind as well as the senses.

  • Charming Deceit: When a creature targets you with an attack or harmful spell, you may use your reaction to force them to make a Wisdom saving throw (DC = your spell save DC). On a failure, they must choose a new target or lose the attack. This works even if they can see through illusions.

    • You may use this feature a number of times equal to your Charisma modifier per long rest.

  • Reality Warp: You learn Blink and Greater Invisibility. These do not count against your spells known. You may cast one of these spells once per long rest without expending a spell slot.

Level 14: Master of Multiplicity

You can fracture your presence across the battlefield, overwhelming your foes with magical clones and spectral blades.

As an action, you summon three illusory duplicates of yourself—flickering, half-solid echoes woven from arcane deception. These clones last for 1 minute, sharing your Armor Class and resistances, and each has 1 hit point. They move independently on your turn, each able to move up to 30 feet.

Each clone can take one of the following actions on your turn:

  • Help

  • Cast a cantrip you know

  • Make a Pact Weapon attack (illusionary, dealing force damage only)

You may command their actions mentally, and they act immediately after your turn begins.

While at least one clone remains active, you can use a bonus action on your turn to teleport and switch places with any clone within 60 feet, momentarily vanishing in a ripple of illusory magic.

Once per turn, when a clone is destroyed, you may deal psychic damage equal to your Charisma modifier plus your proficiency bonus to the creature that struck it, as the illusion collapses in a psychic backlash.

You regain the use of this feature when you finish a long rest.

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