Warlock
Base Class: Warlock

Your patron is a being of pure chaos who has chosen to bestow you with a fraction of their power.  By making this pact, you become a force of wild magics that pose a threat to friends and foes alike.  Your patron’s motivations consist only watching you cause mayhem in their stead, watching damage both your enemies and allies with relative ease.  Patrons may include beings such as: Loki, Tiamat, Apophis, Eris, and any other power Outerplane Being that willfully causes mischief.

  • Flair for the Dramatic

Starting at 1st Level, You gain proficiency in the Performance and Deception Skills and learn the Minor Illusion spell but it does not count against your total number of cantrips.

  • Sheer Dumb Luck

Starting at 1st level, your newfound ability for shenanigans gives you the uncanny ability to avoid failure.  When you miss an attack roll, you can expend your bonus action to reroll the d20 and you must use the new roll.  You can also expend your bonus action when an enemy makes an attack roll against you to make them reroll their attack. At 10th level you gain a second use of this feature.

You cannot use this feature again until you take a long rest.

  • Trick of the Mind

Starting at 6th level, your patron allows you to become an illusive figure.  Once per short rest, you can make a number of creatures equal to your charisma modifier + proficiency bonus unable to detect you for 10 minutes.  During this time, you can move freely without triggering any opportunity attacks and cannot be targeted by enemies.  At 14th level the time extends to 15 minutes.  If you attack an enemy, cast a spell, or become incapacitated, the effect ends.

  • Madman’s Ramblings

Starting at 10th level, you gain the ability to ramble on and on about anything that comes to your mind.  Any creature within 60ft of you can hear you must make a Wisdom Saving Throw.  Any creature who hears you becomes frightened for 1 minute and takes 6d10 psychic damage and half as much on a successful save.  On a successful save targets do not become frightened.  Creatures which are deafened or have no ears are immune to the feature.

You can use this ability again after a long rest.

  • Caricature of Reality

Starting at 14th level, your patron teaches you the power of capturing life in art, literally.  Once per long rest, if given the right materials, you can choose to capture the soul of one living creature into a piece of art you make.  The creature must make a Charisma saving throw, and on a fail becomes incapacitated.  It takes 1 minute to create the piece of art and during the time, you can take no other actions and no one can perceive you as you are working so fast you become a storm of dust until you finish.  With the Soul Art, you can choose to break it to gain advantage on your next set of death saving throws or break it to cause any target within 30ft to make a Wisdom Saving Throw.  On a fail, targets become paralyzed with fear for 3 rounds and take 10d12 psychic damage.

Expanded Spell List

The Fool grants you additional spells for foolishness and trickery.

Spell Level                         Spells

1st               Color Spray           Chromatic Orb

2nd              Zone of Truth       Nathair’s Mischief

3rd               Bestow Curse            Wind Wall

4th                 Confusion            Greater Invisibility

5th               Modify Memory       Insect Plague

Flair for the Dramatic

Starting at 1st Level, You gain proficiency in the Performance and Deception Skills and learn the Minor Illusion spell but it does not count against your total number of cantrips.

Dumb Luck

Starting at 1st level, your newfound ability for shenanigans gives you the uncanny ability to avoid failure.  When you miss an attack roll, you can expend your bonus action to reroll the d20 and you must use the new roll.  You can also expend your bonus action when an enemy makes an attack roll against you to make them reroll their attack. At 10th level you gain a second use of this feature.

You cannot use this feature again until you take a long rest.

Trick of the Mind

Starting at 6th level, your patron allows you to become an illusive figure.  Once per short rest, you can make a number of creatures equal to your charisma modifier + proficiency bonus unable to detect you for 10 minutes.  During this time, you can move freely without triggering any opportunity attacks and cannot be targeted by enemies.  At 14th level the time extends to 15 minutes.  If you attack an enemy, cast a spell, or become incapacitated, the effect ends.

Mad Ramblings

Starting at 10th level, you gain the ability to ramble on and on about anything that comes to your mind.  Any creature within 60ft of you can hear you must make a Wisdom Saving Throw.  Any creature who hears you becomes frightened for 1 minute and takes 6d10 psychic damage and half as much on a successful save.  On a successful save targets do not become frightened.  Creatures which are deafened or have no ears are immune to the feature.

You can use this ability again after a long rest.

Caricature of Reality

Starting at 14th level, your patron teaches you the power of capturing life in art, literally.  Once per long rest, if given the right materials, you can choose to capture the soul of one living creature into a piece of art you make.  The creature must make a Charisma saving throw, and on a fail becomes incapacitated.  It takes 1 minute to create the piece of art and during the time, you can take no other actions and no one can perceive you as you are working so fast you become a storm of dust until you finish.  With the Soul Art, you can choose to break it to gain advantage on your next set of death saving throws or break it to cause any target within 30ft to make a Wisdom Saving Throw.  On a fail, targets become paralyzed with fear for 3 rounds and take 10d12 psychic damage.

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