Warlock
Base Class: Warlock

To some entities, life, and indeed the whole of creation, is one big joke. You have fallen in with one of these tricksters, either by being tricked yourself or choosing to draw power from the chaos and comedy of existence. It’s possible for a Cosmic Jester to have complex motivations and plans, but mostly these jokers are simply looking to wreak havoc and sow chaos, all in the name of a laugh. The only thing your patron seeks out more than trouble is attention.

Though they may grant you a fraction of their presence and knack for cutting words, the Cosmic Jester tends to take a more hands-on approach, waiting for their chances to show up and steal the limelight whenever they can. Over time, you may find yourself becoming jaded and callous, seeing any attempts at making sense of life as laughable, and you may take every opportunity to mock the failures and foibles of those around you.

The irony of warlocks who tie their fates to Cosmic Jesters is that though they often become sharp-witted and skilled entertainers, their nihilist outlook often sours their friendships and connections. Entities of this type include many fey creatures, trickster gods, and of course, the host with the most — Heckna himself.

Level 3: Cosmic Jester Spells

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

Cosmic Jester Spells
Warlock Level Spells
3 Disguise Self, Tasha’s Hideous Laughter, Enlarge/Reduce, Magic Mouth
5 Blink, Stinking Cloud
7 Confusion, Polymorph
9 Animate Objects, Mislead

Level 3: Caustic Wit

Your patron bestows upon you a shard of their cutting humor. You learn the Vicious Mockery cantrip.

Whenever you deal damage with Vicious Mockery, you add your Charisma modifier to the damage dealt.

Additionally, creatures that succeed on their Wisdom saving throw against your spell save DC take half damage instead of none, though they do not suffer Disadvantage on their next attack roll.

Supreme Heckler

You have a number of heckler’s dice equal to 1 + your Charisma modifier (minimum of one). These dice are d4s. You expend these dice to fuel your disruptions. Your heckler’s dice become d6s at 10th level and d8s at 14th level.

As a reaction, when a creature within 60 feet makes an attack roll, ability check, or saving throw, you can expend a Heckler's die to subtract it from the roll.

You regain all expended heckler’s dice when you finish a Short Rest or Long Rest.

Level 6: Perfect Timing

When a creature you can see within 60 feet fails an attack roll, ability check, or saving throw, you can use your reaction to cast Vicious Mockery targeting only that creature. When cast in this way, the target has Disadvantage on its Wisdom saving throw against the spell.

Level 10: Crowd Pleaser

When casting Vicious Mockery on your turn, you can cause the cantrip to target a number of additional creatures within the spell’s range equal to your Charisma modifier (minimum of one).

Additionally, when you expend a heckler’s die, you can choose to extend the effect for up to one minute or as long as you maintain concentration (as though concentrating on a spell). If you do, the target must roll the heckler’s die and subtract it from the first roll it makes on each of its turns. A creature’s roll can only be affected by one heckler’s die at a time.

Level 14: Showtime!

As an action, you conjure a number of distorted duplicates of yourself equal to your Charisma modifier in empty spaces within 10 feet of you. The duplicates remain for up to one minute as long as you maintain concentration (as though concentrating on a spell).

Each duplicate has 10 hit points, an AC equal to your spell save DC, and resistance to nonmagical bludgeoning, piercing, and slashing damage.

You can use a bonus action to move each duplicate up to 20 feet.

Each duplicate can take a reaction each round, which can only be used to cast Vicious Mockery using your Perfect Timing feature or to expend a heckler’s die against an enemy within 20 feet of it (costing no action).

Once you use this feature, you can’t use it again until you finish a Long Rest.

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