Warlock
Base Class: Warlock

The toymaker is a being far beyond any plain of known existence. He can break worlds like fine China, but is bound by the rules of play. Thus, games are his life. Winning and losing, claiming his prize, and everything inbetween. He's turned armies into chess pieces, gods into dolls, and one day, the material plain, the origin of order, chaos, and rules, into his playground. So, he gives little tidbits of his power to people who have lost and lost, in hopes they will give him a good show to watch at the edge of the universe.

Assembly Required

The Toymaker 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.

Toymaker Expanded Spells
Spell Level Spells

1st

color spray,  command

2nd

Crown of madness ,nathair's mischief

3rd

Fear, hypnotic pattern

4th

Confusion,  polymorph

5th

Geas,  animate objects

The Prize

Starting at 1st level, when you reduce a hostile creature to 0 hit points, you may make the body explode into an assortment of wooden blocks, spinning tops, trains, and jacks, forcing creatures in a radius equivalent to the creature's size to make a dexterity saving throw or take blunt damage equal to your charisma modifier plus your warlock level. Creatures who succeed get half damaged rounded down. The radius is then after counted as difficult terrain until the end of the round. See the table below for radius reference. 

Size 

Small

Medium

Large

Huge

Gargantuan

Radius

 10ft

10ft

15ft

20ft

30ft

My Favorite Toys

Starting at 6th level, the Toymaker gives you a swarm of toys, collectively containing the conscious of someone who had played a game and lost. 

You may determine the toys of the swarm, such as tiny dolls, toy bears, and such.

The swarm is friendly to you and your companions, and it obeys your commands. See the game statistics in the Favorite Toys Stat block.

In combat, the swarm shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn 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. If you are incapacitated, the Favorite Toys can take any action of its choice, not just dodge. 

You may summon a new set of toys as an action during combat in a 10-foot radius around you if you don't already have one.

The swarm regains 2d6 hit points if the mending spell is cast on it. If you or the toys die, the swarm becomes inanimate and the space it was occupying will become difficult terrain until you summon new toys. 

The Toymakers Chorus

Starting at 10th level, as an action and thrice per long rest, you are able to produce the sound of a forced chorus the toymaker listens too while he watches you dance in a 20-foot radius originating from a point of your choice. All creatures in the radius must make a wisdom saving throw against your spell save DC or become frightened of you and your companions. Affected creatures may repeat the save as a bonus action. 

Peace, War, And Playtime

You call upon the toymaker to give you a collection of games and background music to make your performance more interesting.

As a bonus action, once per long rest, you gain 20 temporary hit points plus your spell attack bonus, 15 extra feet of movement, and are treated as if you have a +5 to your AC by all creatures in a 40-foot radius originating from you. All creatures in the radius must make wisdom saving throws at the beginning of each of their turns against your spell save DC or take psychic damage equal to your warlock level plus proficiency bonus and become afraid of you. Creatures who succeed take half rounded down and do not become afraid. This radius lasts for 3 minutes, and during this duration, you do not provoke opportunity attacks and you have access to 4 new bonus actions: hide and seek, tag, catch, and dance. You may end this early, and when it ends you gain one level of exhaustion. 

Tag: you make a melee attack on a creature and add your spell attack bonus. If you hit, the creature will take 1d8 psychic damage and make a Wisdom saving throw against your spell save DC or be compelled to make a melee attack on the nearest creature other than you

Hide And Seek: as bonus action, you may become invisible, anything you are wearing or carrying is invisible as long as it is on your person. You become visible when you attack or cast a spell.

Catch: you make a ranged attack in a 40-foot range against a creature and add your spell attack bonus. If you hit, the creature will take 1d8 psychic damage and make a wisdom saving throw against your spell save DC or drop anything it's holding and be compelled to catch the ball. If they catch the ball, it will disappear, and the creature may spend its action picking up its items.

Dance: as a bonus action, you may force a creature in a 15ft range to make a wisdom saving throw against your spell saves DC. If they fail, the creature will be compelled to dance with you. You then push them to the ground, with help from the toy maker of course, dealing 1d12 bludgeoning damage, landing them 30 feet away and knocking them prone. 

 

 

Toymaker Image

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