Warlock
Base Class: Warlock

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.

Expanded Spell List

The Cosmic Jester 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.

Cosmic Jester Expanded Spells
Spell Level Spells

1st

disguise self, hideous laughter

2nd

enlarge/reduce, magic mouth

3rd

blink, stinking cloud

4th

confusion, polymorph

5th

animate objects, mislead

Bonus Cantrip

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 vicious mockery cantrip take half damage instead of none, though they don’t have disadvantage on their next attack roll.

Supreme Heckler

You have a number of heckler’s dice equal to 1 + your Charisma modifier (minimum 1), which are d4s, that you spend to cause those disruptions. Your heckler’s dice become d6s at 10th-level, and d8s at 14th-level.

When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to expend a heckler’s die, rolling it and subtracting the result from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll, ability check, or saving throw succeeds or fails.

You regain all expended heckler’s dice when you finish a short or long rest.

Perfect Timing

When a creature within 60 feet that you can see fails an ability check, attack roll, or saving throw, you can use your reaction to cast vicious mockery targeting only that creature. When cast this way, the target has disadvantage on vicious mockery’s Wisdom saving throw.

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 1).
Additionally, when you expend a heckler’s die you can choose to extend the effect for up to a minute or as long as you concentrate to maintain the effect (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.

Showtime

As an action, you can conjure a number of distorted duplicates of yourself equal to your Charisma modifier. Each duplicate starts in an empty space within 10 feet of you, and remains for as long as you maintain concentration on the effect (as though concentrating on a spell) up to 1 minute.

Each duplicate has 10 hit points, an AC equal to your spell save DC, and is resistant to all non-magical bludgeoning, piercing, and slashing damage. You can use a bonus action to move each duplicate up to 20 feet.

Additionally, you can cause each duplicate you control to take a reaction each round. This reaction can only be used to either cast vicious mockery using your Perfect Timing feature or to expend a heckler’s die against an enemy within range (costing no action). Each of your duplicates can only take this reaction once per turn, and only against a target within 20 feet of it.

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

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