Warlock
Base Class: Warlock

Your patron is the belligerent soul of a dead Magician: a magic user who reveled in fame and entertainment. Ill-content with their passing into obscurity, they now offer some of their secrets with you from their career, as well as their revelations having since been unbound from mortality. In return, their demands can vary wildly from petty requests to please their vanity, to utterly unhinged instructions concocted within their ailing mind.

Possible patrons could be any famous entertainer from your setting's history, or even an unknown performer with a supernatural determination to continue their craft! In Faerûn, one of the member's of Heino's Woodland Troupe might seek to continue their tour of discovery and good will, centuries after their passing. In Wildemount, the benevolent infiltrators known as the Golden Grin may have deceased members who are not ready to give up their work. Even in the gloomy lands of Barovia, the ghost of the original Pidlwick might wish for a deserving successor to bring joy to Ravenloft once more! Work with your DM to see what might work best in your campaign.

Expanded Spell List

The Magician's Legacy lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Magician's Legacy Expanded Spells

Spell Level

Spells

1st

fog cloud, disguise self

2nd

detect thoughts, knock

3rd

clairvoyance, sending

4th

confusion, polymorph

5th

animate objects, seeming

Tricks up your sleeve

The Magician's Legacy bestows upon you the mage hand cantrip, in addition to any other cantrips you may know. This does not count toward your maximum. The mage hand itself takes on the form of an immaculate white glove, and performs any tasks with the dextrous panache of a performance artist.

Additionally, you receive basic tutelage on performing card tricks and are considered proficient with playing cards.

Uncanny Luck

Starting at 6th level, your patron teaches you how to twist fate to pull off the unlikely. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Trickster's Eye

Starting at 10th level, you can no longer be charmed, as your ability to scrutinize tricks becomes ever more sharp. Furthermore, you gain advantage on insight and performance checks, as you start to embody a talented crowd-reader.

The Greatest Trick Of All

Cheating death despite all reason is by far the greatest trick ever known, which you learn to pull off at level 14. Once per day you may select a willing creature to be your 'dummy', and they will remain so until the end of the day. Once during that time period, if you would take damage that would knock you unconscious or outright kill you, you may instead teleport to a free and adjacent space next to your dummy so long as you can see them at the moment you would have taken the damage.

Regardless of the circumstances, a magical fanfare or round of applause can be heard when this ability is triggered.

Previous Versions

Name Date Modified Views Adds Version Actions
2/19/2019 8:04:23 AM
98
1
0.1
Coming Soon
9/24/2020 12:43:28 AM
373
17
0.2
Coming Soon

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