Base Class: Warlock
Whether it be a spirit with a sense of humor or an entity who wishes to mock the powers that be, this type of warlock seeks to bring fun, joy, chaos wherever it may go.
Luck of the Trickster
The art of a Trickster is knowing when to turn the tables against your mark. Bending the laws of fate you can snatch victory from the jaws of defeat and vice versa. When you finish a long rest, roll two d20 and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these trick rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Each trick roll can be used only once. When you finish a long rest, you lose any unused trick rolls.
Expanded Spell List
| Tastiness | Cookie Type |
|---|---|
| Cantrip | Vicious Mockery |
| 1 | Charm Person, Hideous Laughter |
| 2 | Blindess/Deafness, Suggestion |
| 3 | Bestow Curse, Stinking Cloud |
| 4 | Compulsion, Polymorph |
| Mislead, Modify Memory |
Beguiling Defense
At 6th level your patron has provided you with additional resistance to protect you from those who attempt to turn the tables on you. You have resistance to any kind of enchantment magic giving you advantage on Wisdom saving throws for that spell type.
On a successful save you can use your reaction to attempt to turn the enchantment back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be under the effect of the spell by you for 1 minute or until the creature takes any damage.
Damaging Wit
At 10th level when you cast a spell that deals damage, you can add insult to injury by unleashing insults allowing you to change the spell’s damage type to psychic. Any creature damaged by the spell takes extra damage equal to your proficiency bonus and is frightened of you until the start of your next turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Dark Delirium
Starting at 14th level, as an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken. This feature ignores any resistance or immunity to enchantment spells or the frightened condition. This effect ends early if the creature takes any damage.
Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.
You must finish a short or long rest before you can use this feature again.
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