Warlock
Base Class: Warlock

"The Fool does not mean that it can be taken lightly. The Fool is number zero. It is the void from which all other things begin."

The Fool represents innocence, divine inspiration, madness, freedom, spontaneity, inexperience, chaos and creativity. The Fool tends to be the "jack of all trades," since its Personas can inherit all skills without preference for any type. Mythological figures of the Fool are often heroes, fools or the protagonists of their own mythological stories. The common theme between the those of the Fool is the concept of new beginnings and stepping into the unknown.

Expanded Spell List

The Fool 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.

The Fool Expanded Spells
Spell Level Spells

1st

chromatic orb, absorb elements

2nd

blindness/deafness, summon beast

3rd

elemental weapon, tongues

4th

confusion, dominate beast

5th

conjure elemental, mass cure wounds

Awakening

At 1st level, you awaken to the power of the Wild Card and gain a Persona which you can magically summon as an action. The Persona is friendly to you and your allies and obeys your commands.

In combat, the Persona acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the Persona is unsummoned automatically. It is similarly unsummoned if reduced to 0 hp.

(At the DM's discretion, the Persona may start to exhibit problematic or rebellious behavior if you do not remain true to yourself or to the deal struck when you awaken for the first time.)


Persona (The Fool)

Large fiend


Armor Class: 13 + PB (natural armor)


Hit Points: 10 + five times your warlock level (the Persona has a number of Hit Dice [d8s] equal to your warlock level)


Speed: 40ft. (hover)


STR 14 (+2) DEX 14 (+2) CON 15 (+2) INT 10 (+0) WIS 14 (+2) CHA 12 (+1)


Senses: darkvision 60 ft., passive perception 12


Languages: understands the languages you speak


Challenge: ---


Proficiency Bonus (PB): equals your bonus


Other Self: You can add your proficiency bonus to any ability check or saving throw that the Persona makes.


Mask of the Heart: You may cast spells through your Persona as if you were in its place.


Actions

Claw: Melee Weapon Attack: your spell attack modifier to hit, reach 5ft., one target. Hit: (1d8+2+PB) slashing damage.

Fool's Laughter (1/day): As an action, the Persona begins laughing uproariously. All creatures within 30ft that can hear the laughter must make a WIS save (DC equals your spell save DC). On a failure, the creature takes (2d8) psychic damage and become incapacitated until the start of their next turn.


 

Persona's Protection

At 6th level, you begin to take on characteristics of the Fool. You and your Persona gain a resistance to a damage type of your choice from the following: fire, cold, radiant, necrotic, lightning, thunder, force, or psychic.

Additionally, if your Persona is within 15ft of you, when you are hit with an attack roll, you may use your reaction to call your Persona to your side to protect you. You may then roll one of the Persona's hit dice (a d8) to subtract from the attack roll to try and make the attack miss.

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

Master of the Wild Card

Starting at 10th level, you gain unparalleled control over the multiple Personas you hold. When you cast a spell that forces you to roll in order to determine what or how many creatures are summoned (such as summon lesser demons or conjure woodland beings), you may, instead, choose from the options listed. 

Additionally, when you cast a spell on yourself, you share the effects with any summoned creatures, including your Persona (up to your CHA modifier; minimum of 1).

The Fool's Journey

Finally, the Fool can see the world for what it truly is with a far more complete and whole understanding than at the beginning of his journey. He has integrated every lesson that he has learned on his way, putting the pieces together and forming a whole.

Starting at 14th level, you gain immunity mental related conditions such as charm or frightened. Additionally, if you are targeted by one of these attacks, you may choose to use your reaction to make the save anyway. On a success, the attacker takes (4d10) psychic damage but on a failure, nothing happens.

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

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