Base Class: Warlock
Your patron is a Trickster, Jester. A cunning creature who has decided that you are worthy of some of the knowledge they have acquired. They're intentions are unknown, maybe they don't have any at all. Never trust the patron completely. These jesters include, Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki.
expanded spell list
The 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.
Jester Expanded Spells
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1st |
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2nd |
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3rd |
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4th |
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5th |
Jokers's curse
The Trickster loves to play games. So why not have a little fun, Your patron bestows a curse on you that might affect you positively or negatively. Starting at 1st level you gain Tricksters curse. Whenever you take the attack action, roll a 1d8 and teleport 15ft according to the dice rolled.1=North, 2=North east, 3=East, 4=South east, 5=South, 6=South west, 7=West, 8=North west. At 10th level you also turn invisible when Tricksters curse activates until the start of your next turn.
Backstab
The Jester loves to use openings to get in cheap shots. Starting at 1st level, when dealing damage to a combatant that you have advantage against, deal (1d6) bonus psychic damage. This damage is increased to 2d6 at level 8, and 3d6 at level 15.
Jack in the box
Become even more connected with your cunning patron. Starting at 6th level, as a reaction you can transmogrify your face into a jack in the box in response to being attacked. As a reaction force the attacking creature to make a Wisdom saving throw or be frightened for 1 minute. You may use this feature a number of times equal to your proficiency bonus and you regain all expended uses when you finish a short or long rest.
Unseen humor
The tricksters are very good at taking advantage of being hidden. Starting at 10th level, when unseen or indivisible creatures have disadvantage on saving trows against your spells.
Last Laugh
When in your final moments you force direct influence from your patron and change fate. Starting at 14th level when hit with lethal damage that would reduce you to 0 hit points, substitute yourself with a clone that explodes and dies in your place. when this feature activates your Joker's curse comes into effect with an additional 10ft. When the clone explodes, force everybody in 10 ft of the clone to make a wisdom saving throw. On a failed save the creature takes 10d6 psychic damage. On a successful save the creature takes half the rolled damage. Once you use this feature, you may not use I until a long rest.
Previous Versions
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8/24/2023 9:53:17 PM
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Coming Soon
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