Base Class: Warlock
An extremely rare few individuals of Aerdi descent are known by this appellation, which signifies magical gifts and a metaphorical “mask” that shields their emotions from public scrutiny, as well as providing literal protection from hostile magic. It does not mean they are literally descended from Johydee, however.
Johydee’s Children tend to be extremely aloof, never letting their feelings show, or they exist “above” the cares and feelings of ordinary folk. They are loners with difficulty forming close personal relationships. Their influence over events tends to be subtle, though profound.
Misdirect
Starting at first level, you can perform a feint against a creature within 5 feet of you as a bonus action. When you do so, you can choose to either gain advantage on your next melee attack against it before the end of your turn or cause its next attack against you before the start of your next turn to be at disadvantage. Once you have used this ability against a particular target, you can’t do so again for 24 hours.
Divided Focus
Starting at 6th level, your practice at processing multiple trains of thought allows you to maintain up to two effects requiring concentration at once for a limited time. While you are concentrating on a spell or other effect, you can cast another spell requiring concentration without ending the first and maintain both effects until the end of your next turn. At that point, you must choose to end one of the two effects you are concentrating on. While you are concentrating on multiple effects, your Constitution saving throws to maintain concentration are made at disadvantage, and a single such failed saving throw causes all effects you are concentrating on to end. Once you have used this ability, you can’t do so again until you finish a short or long rest.
Fake Death
Starting at 10th level, you learn the Mislead spell, which does not count against your number of spells known. You may cast this spell as a reaction in response to taking damage without expending a spell slot, in which case your illusory double appears to collapse, incapacitated or dead. If you cast the spell in this way, you are unable to subsequently control or perceive through your double. Once you cast the spell in this way, you can’t do so again until after you finish a long rest.
Magical Bluff
Starting at 14th level, when you are subjected to a spell that requires a saving throw, you may use your reaction to cause the caster to believe you have failed the saving throw when you have actually succeeded, or vice versa. You may combine this with the Fake Death ability to also cast Mislead as part of the same reaction to also appear to have been killed or incapacitated by the spell. This does not change the effect of the spell; however, it may cause the caster to decide to take different actions in response in some situations.
For example, you can convince a caster of Zone of Truth that you have failed the saving throw when you have actually succeeded, allowing you to freely lie while the caster assumes you are unable to do so. Alternatively, you could convince a caster that their attempt at casting Dominate Person failed, leading them to abandon any effort at exerting control over you if they are not aware you have this ability, particularly in a chaotic battle. In this type of situation, a DM may have the caster make a Wisdom save (DC equal to your spellcasting DC) to notice that their spell actually took effect.
Once you have used this ability against a particular target, you can’t do so again for 24 hours.
Previous Versions
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