Warlock
Base Class: Warlock

The Mask of Deception

Expanded Spell List

The Grand Deceiver 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.

Fiend Expanded Spells
Spell Level Spells

1st

silent image, unseen servant

2nd

blur, invisibility

3rd

major image, fear

4th

locate creature, confusion

5th

mislead, cone of cold

The Mask of Deception

Starting at 1st level, you gain the ability to summon a spectral mask of deception. This purple, spectral, wooden mask has a split face with the left side being the comedy mask and the right side being the tragedy mask. It has no straps but whilst its power is in effect the mask clings to the wearers face of its own accord.
Whilst looking at someone when wearing this mask, the mask causes you to smell, sound, and look to them like someone who seems in place, such as a guard at a prison, and gives you +1 bonus to charisma checks and saving throws against whoever you are looking at, to everyone else you appear normal.

Corrupting influence

At 1st level, you gain the ability to use dark powers to subtly bend others to your will.
When looking at someone through the Mask of Deception you have advantage on any charisma based checks and saves made towards that creature.
You may also bend that person to your will, if you do so then they will be charmed for a day but afterwards they will take 1d8 necrotic damage and know that you charmed them and caused the damage. You can only have one person charmed at a time and you may use a bonus action to release someone from your charm.
Once you charm someone with that feature, you can't use the feature again until you finish a long rest.

Vile Reforming

Starting at 6th level, you can use your bonus action magically assume the form of a humanoid you have seen before with challenge rating as high as your warlock level divided by 3, rounded down.
While you are transformed the following rules apply:
  • Your game statistics are replaced by those of the humanoid, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies but do not gain those of the humanoid. If the humanoid has any legendary or lair actions, you can't use them.
  • When you transform, you retain your hit points and Hit Dice. When you revert to your normal form, you retain the number of hit points you had as the humanoid.
  • You can cast spells in your transformed form.
  • Any equipment you are wearing is either worn by the new form or merges into its clothes. Equipment you are wearing does not change shape or design to fit or appear natural on the new form.

Hex of the Mask

Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.

The Grand Deception

Starting at 14th level, you can make terrain in an area up to 1 square mile look, sound, smell, and even feel like some other sort of terrain. The terrain’s general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.
Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn’t disguise, conceal, or add creatures.
The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately.
Creatures with truesight can see through the illusion to the terrain’s true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion’s presence, the creature can still physically interact with the illusion.
Once you use The Grand Deception, you can't use this feature again until you finish a long rest.

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