Base Class: Warlock
The ancient trickster patron... be it a kitsune or spirit, has decided to become your patron. with that, however, you aren't a normal warlock...
Level 1: Trickster’s Blessing
As a reaction you can add a 1d6 bonus to mental saving throws, you can use this a number of times equal to 1 + you Cha modifier before needing to long rest
trickster Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Trickster Spells table, you thereafter always have the listed spells prepared.
|
Warlock Level |
warlock speels |
|---|---|
| 1 3 |
Hex, Charm Person Mirror Image, Suggestion |
| 5 | Clairvoyance, Fear |
| 7 | Hallucinatory Terrain, Dimension Door |
| 9 | Modify Memory, Mislead |
Trickster’s Mischeif
You can call on your ancient trickster patron to alter fate in your favor. When an enemy makes an ability check or a saving throw, you can use this feature to subtract 1d6 from their roll. You can do so after seeing the roll but before any of the roll’s effects occur.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), but you can use it no more than once per roll. You regain all expended uses when you finish a Long Rest.
Trickster's boon
The blessing of you patron has granted you the ability to manifest as a kitsune, causing you to appear to have to have ethereal tails and abilities
- duration: 1 minute
- Once per short rest
- On attack, you can force a creature to make an int saving throw (dc 15), if it fails, the target becomes charmed and must attack its closest ally within reach on its turn, this effect stops at the end of its turn.
- when you charm an enemy, gain temp hp equal to 5 + half your warlock level
- you are immune to charmed and poisoned conditions
Trickster's manifestation
Once per turn when you hit a creature with an attack roll, you can try to summon your patron's power. The target must succeed on a Wisdom saving throw against your spell save DC, or the target becomes Paralyzed. all enemies within 20 feet radius centered on the target take 6d10 Psychic damage and must make a wisdom save or be Charmed, cannot harm you or allies for a turn.
Once used, you can’t use this feature again until you finish a Long rest unless you expend a Pact Magic spell slot to restore your use of it.







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