Base Class: Warlock
What horrors and sorrows can't be remedied by
maniacal laughter? Warlocks that have made a pact
with the Great Fool draw their enigmatic power from
a powerful, otherworldly being of jolly revelry, whose
twisted sense of humor is lost on mortal understanding.
They are a mocking mirror to bring low the arrogant
and mighty, though the Great Fool’s ultimate designs are
often nonsensical and incomprehensible.
Level 3: KILLING JOKE
You see the humor in everything—especially in the
end of things. When a creature you can see within 60
feet of you takes damage or fails a saving throw, you
can take a Reaction to cast Vicious Mockery on that
creature. You can use this Reaction a number of times
equal to your Charisma modifier (minimum of once).
You regain one expended use when you finish a Short
Rest, and you regain all expended uses when you finish
a Long Rest.
Level 3: Great Fool 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.
| Warlock Level | Spells |
|---|---|
| 3 | Disguise Self, Hideous Laughter, Rope Trick, Spiritual Weapon, Vicious Mockery |
| 5 | Blink, Stinking Cloud |
| 7 | Phantasmal Killer, Puppet Master |
| 9 | Arcane Hand, Mislead |
Level 10: Mocking Banter
Your witty and insulting japes become biting to the
point of needling your foes' very psyche. When a
creature damages you, you can take a Reaction to force
the creature to make a Wisdom saving throw against
your spell save DC. On a failed save, the creature takes
Psychic damage equal to the triggering damage you
took, or half as much damage on a successful one.
Once you use this Reaction, you can’t use it again
until you finish a Short or Long Rest.
Jester's Japes
By calling down an aspect of the Great Fool, you
can curse your foes. As a Magic action, you target a
creature you can see within 60 feet of you and force it
to succeed on a Charisma saving throw against your
spell save DC or suffer one of the following curses
(your choice).
Clown Shoes
The creature’s feet or similar
appendages grow to awkwardly exaggerated proportions.
The creature's Speed is halved, and it has Disadvantage
on ability checks and saving throws that rely
on Dexterity.
Flower Spurt
You spray a strange liquid at the
creature’s eyes, giving it the Blinded condition.
Honk Honk
The creature emits sounds, such as
honks, chimes, or squeaks, that are audible out to 100
feet with every movement, no matter how slight. The
creature can’t benefit from the Invisible condition.
Jolly Arms
Any weapon or Unarmed Strike the
creature attacks with, including natural weapons such
as fangs and claws, takes on a comical appearance as
if it were made of wood, stuffed cloth, or balloons.
The target deals half damage with weapon attacks and
Unarmed Strikes.
Level 14: Send in the clowns
LEVEL 14: SEND IN THE CLOWNS
You can call upon the laughing, jeering spirits of the
followers of the Great Fool to strike down your foes.
As a Magic action, you summon three ghostly fools.
The fools are translucent and intangible, and they
resemble clowns, jesters, or similar entertainers. Make
up to three melee spell attacks against creatures within
60 feet of you. On a hit, a target takes 2d10 Psychic
damage and has the Frightened condition until the end
of its next turn, or the Prone condition (your choice).
You can use your action on subsequent turns to repeat
the attacks.
The fools remain for 1 minute or until you have
the Incapacitated condition or you die. Once you use
this feature, you can’t do so again until you finish a
Long Rest.
FOOLISH PERSONAS
Many Warlocks of the Great Fool adopt a signature
aesthetic and performance style that best represents
their folly. The Foolish Personas table offers archetypes
of fools with suggestions for corresponding outfits
and routines.
Foolish Personas
1d6 Persona
1 The Harlequin. An elegant outfit of diamond
motley with a painted mask—performs dances,
gives eloquent speeches, and plays tricks
2 The Jester. A two-toned, checkered motley outfit
with cap and bells—favors feats of acrobatics,
tumbling, and juggling
3 The Joker. A vibrant, colorful suit with wild hair
and bowler hat—favors silly jokes, slapstick
comedy, and clumsy self-deprecation
4 The Mime. A striped, black-and-white shirt with
a flat cap and red suspenders—pantomimes
comical scenarios without speaking
5 The Sad Clown. A monochromatic, one-piece
outfit with pointed hat and puffball buttons—
utilizes melodramatic melancholy and song
6 The Tramp. A patch-covered coat, tattered scarf,
scuffed shoes, and cigar—leverages sardonic wit,
insults, and mocking observations
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