Base Class: Warlock
"We made a deal." Kokopelli said, and then he did that thing, that awful thing everyone had come to hate him for... Kokopelli grinned.
Most Warlocks make pacts with their patrons to gain magical power, because they worship their patrons as deities, or because the insights granted by such eldritch horrors are too enticing to resist. There are some Warlocks however, who find their patron to be a bringer of chaos for the sheer sake of chaos and they are nihilistic enough to seek such chaos, or worse yet, who get duped into serving their patron with poorly understood arrangements. These Warlocks often serve Trickster patrons, and they have uncanny abilities that serve the whimsical aims of their inscrutable masters. The poor souls who get swept up in the trick may simply find that their "bad luck" continues to lead them into situations where only their magical skills will keep them alive at all, so twisted are the minds of their cunning patron.
Beings like Kitsune, Kokopelli, Grinning Coyote, Loki, and many more employ these distinct Warlocks, sometimes through straightforward deals, but sometimes by tricking the would-be Warlock into the pact. From that point on, the terms of the deal may be indeterminate, as most likely is the will of their new "benefactor," but only by being like their trickster patrons and showing ruthless cunning shall they prosper.
Expanded Spell List
1st-level Trickster feature
The Trickster 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.
Trickster Expanded Spells
| Spell Level | Spells |
|---|---|
|
1st |
disguise self, Tasha's hideous laughter |
|
2nd |
invisibility, magic mouth |
|
3rd |
blink, hypnotic pattern |
|
4th |
confusion, hallucinatory terrain |
|
5th |
creation, seeming |
Devious Machinations
1st-level Trickster feature
Starting at 1st level, you learn to make cunning plans. Whenever you spend at least 5 minutes creating a plan for an action or event you double your proficiency bonus with any Intelligence rolls or checks you make in the course of your planning, such as Investigation checks to determine the right angle of approach, or Arcana checks to reference the best spells to use.
In addition, your spellcasting is unpredictable and may not even seem to emanate from you if you choose, and this "arcane ventriloquism" enables you to project your spells from many angles. You may ignore partial cover for any targets of your spellcasting. Also, if you make a (Charisma) Deception check while casting any spell in this way, if the spell you are casting has either verbal components or no components at all, you not only cast the spell originating from an adjacent creature's square but you make it seem to all observers as if the creature in that square cast the spell. Seeing through such falsehood is opposed by onlookers using an Insight check in the moment, and all such checks have disadvantage.
Deceptive Nature
6th-level Trickster feature
Starting at 6th level, your patron makes you seem gifted with a liar's silver tongue. Whenever you make a Charisma (Deception or Performance) check to lie or otherwise act deceptively, your treachery is much harder to detect, and anyone who would roll Wisdom (Insight) to determine that you're being deceitful has disadvantage on all such checks. Additionally, you are immune to the Zone of Truth spell, and those who cast it on you believe that you are not immune unless they have evidence to prove otherwise.
Tricking Spell
10th-level Trickster feature
Starting at 10th level, you can cause illusions you cast to hide another spell encoded within it. Whenever you cast an Illusion spell, you may also cast any non-Illusion spell of up to 5th level or a cantrip as a bonus action, and this second spell must either cause an attack roll or force a saving throw, spending spell slots for both and encoding it into the illusion. This second spell does not trigger immediately, but alternately on one of the following conditions of your choice: when the duration of the illusion spell is completed targeting the creature closest to the origin square of the illusion, whenever the first creature interacts with the illusion believing it to be real targeting that creature, or when a certain amount of time has passed with the illusion in operation (minimum 10 seconds or 2 rounds, maximum 1 minute or 10 rounds) targeting the creature closest to the origin square of the illusion.
If a creature succeeds in determining the illusion to be false, and they are proficient in Arcana they may be able to determine that another spell has been "encoded" into the illusion by making a successful Intelligence (Investigation) check on the illusion at a DC equal to your spell save DC. They are then able to determine what school of spell is encoded with an Intelligence (Arcana) check as normal. If the condition of the illusion is not yet triggered, the encoded spell may be dispelled normally.
The Grand Illusion
14th-level Trickster feature
Starting at 14th level, you may craft an extremely convincing illusion that seems far more real than other illusions, to the point where it may even harm your enemies or cause them to hurt themselves. This can take myriad forms, but always follows these criteria: the illusion must create visual or auditory stimuli, the illusion must have affected targets or a target for at least one round, and the illusion is created by at least a 2nd level illusion spell. Having cast an illusion within those criteria, you may transform the illusion into The Grand Illusion using this ability as a bonus action on your turn. At that point, it gains the following benefits for its duration: any roll or check to see through the illusion has disadvantage, the entire illusion may be moved a distance up to your speed as an action on your turn, and also as an action on your turn, you may expend a Warlock spell slot to have the illusion perform a psychic assault on observers of it within 30 feet of it (or the origin space of its area if it is larger than 5 feet). When you make the illusion perform a psychic assault, each observer you choose within 30 feet of it or of the origin square of the illusion's area must make a Wisdom save DC 8 + Proficiency bonus + Charisma modifier or take 1d6+1 psychic damage per level of the expended spell slot or half as much on a successful save.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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5/24/2020 3:40:13 PM
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10
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3
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1
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Coming Soon
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11/7/2020 11:30:29 PM
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64
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11
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Coming Soon
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2/3/2023 2:36:26 AM
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155
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13
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1.1
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Coming Soon
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