Base Class: Warlock
A mischievous archfey, the soul of a master-thief or a god of trickery. The patron for this warlock pact can take many forms.
The patron embodied the spirit of change, being completely unreliable and able to change on a whim.
Each time the warlock completes a long rest, he must roll a d4 to determine his class powers for the day ahead. Only one type of ability-set is available at any time.
The warlock is unable to have abilities from different ability-sets at any time (ie. if Trickery is rolled on the die, all class level abilities will be Trickery till next reset).
These powers are school into four different groups:
Trickery - Harnessing the more playful nature of being carefree, cheating for fun and misdirection. This set consists of Manifest Trickster, Emerald Step, Beguiling Strikes and Changes Fates.
Fey - The powers of the Fey Wilds in all their unstable and ever-changing ways. This set consists of Charming Presence, Fey Instincts, Slippery Mind and Unassailable Majesty.
Illusion - Focusing on changing the way things are perceived in the world around you and everyone else. This set consists of Stage Magic, Warding Illusion, Illusion Master and Dark Dismay.
Subterfuge - The darker shadowy side of tricking and stealing. This set consists of Thief's Instinct, Thief's Talent, Armor of Shades and Shadowmaster.
Expanded Spell List
1st-level Fey Trickster feature
You can 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.
Abandoned Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | Hideous Laughter, Sleep |
| 2nd | Nathair's Mischief, Pass Without Trace |
| 3rd | Fast Friends, Hypnotic Pattern |
| 4th | Confusion, Greater Invisibility |
| 5th | Modify Memory, Seeming |
Charlatan
You gain the spell Charm Person, and it is always prepared.
You are able to cast this spell once per long rest, without expending a spell slot and using your pact magic level.
You can cast this spell again by expending one of your normal pact magic spell slots.
1st Level Features
At 1st level, the following ability become available for the warlock.
1 - Trickery: Manifest Trickster - As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
This ability is usable once per short rest.
2 - Fey: Charming Presence - Your patron bestows upon you the ability to project the beguiling presence of the fey. As an action, you can cause each creature in a 20-foot cone originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed by you until the end of your next turn.
Creatures charmed by you are unable to take any other actions, than spending their turn moving as close as possible towards you.
This ability can be used a number of times equal to your Proficiency modifier per long rest.
3 - Illusion: Stage Magic - Your patron grants you the Prestidigitation cantrip. The cantrip doesn’t count against your number of cantrips known.
Additionally when you cast the spell, you are able to choose this additional option, and you can cast the spell without the need for verbal or somatic components.:
- You change the appearance of an object you touch to that of another object you have seen before. Both objects must fit into your hand.
Any creature who examines the object can make an Investigation check against your spell save DC. On a success, they see through the illusion.
The effect wears off after 1 minute
In addition, the warlock is able to cast Mirror Image once at its lowest level, and you must finish a long rest before you can cast it in this way again.
4 - Subterfuge: Thief's Intuition - Your patron imparts some of their grace, choose either Sleight of Hand or Stealth to gain proficiency in.
Additionally, prior to making a skill check or saving throw that you don't have proficiency in, you may use your reaction to add your proficiency bonus to the roll.
This feature can be used a number of times equal to your Charisma modifier, and all expended uses are restored when you finish a short or long rest.
Fey
Charming Presence - Your patron bestows upon you the ability to project the beguiling presence of the fey. As an action, you can cause each creature in a 20-foot cone originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed by you until the end of your next turn.
Creatures charmed by you are unable to take any other actions, than spending their turn moving as close as possible towards you.
This ability can be used a number of times equal to your Proficiency modifier per long rest.
Illusion
Stage Magic - Your patron grants you the Prestidigitation cantrip. The cantrip doesn’t count against your number of cantrips known.
Additionally when you cast the spell, you are able to choose this additional option, and you can cast the spell without the need for verbal or somatic components.:
- You change the appearance of an object you touch to that of another object you have seen before. Both objects must fit into your hand.
Any creature who examines the object can make an Investigation check against your spell save DC. On a success, they see through the illusion.
The effect wears off after 1 minute
In addition, the warlock is able to cast Mirror Image once at its lowest level, and you must finish a long rest before you can cast it in this way again.
Subterfuge
Thief's Intuition - Your patron imparts some of their grace, choose either Sleight of Hand or Stealth to gain proficiency in.
Additionally, prior to making a skill check or saving throw that you don't have proficiency in, you may use your reaction to add your proficiency bonus to the roll.
This feature can be used a number of times equal to your Charisma modifier, and all expended uses are restored when you finish a short or long rest.
Trickery
Manifest Trickster - As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
This ability is usable once per short rest.
6th Level Features
At 6th level the following abilities become available for the warlock, along with the 1st level corresponding options:
1 - Trickery: Emerald Step - You can vanish in a flash of green light and smoke in response to harm. When you take damage, you can use your reaction to teleport up to 30 feet to an unoccupied space you can see. You leave behind an illusory copy of yourself on the location which you leave. This copy vanishes on the start of your next turn, and can take no actions.
For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses.
Immediately after you use your Emerald Step, one creature of your choice that you can see within 5 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.
This ability can be used a number of times equal to your Proficiency modifier per long rest.
2 - Fey: Fey Instincts - When a creature you can see within 10 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can’t use this feature on the attacker again until you finish a long rest.
You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be charmed are immune to this effect.
3 - Illusion: Warding Illusion - You quickly confuse the attacking enemy with dazzling illusions. When you or an ally within 30 feet are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing illusions to appear before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
4 - Subterfuge: Thief's Talent - Your patron grants you abilities they knew in life.
You learn Thieves Cant, as per the Rogue feature.
Additionally, you may allow your ghostly patron to guide you for the next minute (no action required), you gain Thief's Talents.
While you have Thief's Talents, you have advantage on Dexterity saving throws; additionally once on each of your turns you may use on of the following abilities:
Shadow Rope: Cast levitate or Misty Step without expending a spell slot which lasts until the end of your next turn.
Subtle Arts: When you cast a spell, you may cast it without any somatic or verbal component.
Honed Reflexes: As a bonus action, take or plant an item on a humanoid or perform the Disengage, Hide or Search action.
Once you have used this feature, you may not use it again unless you have taken a long rest, or have expended a warlock spell slot to use it again.
Fey
Fey Instincts - When a creature you can see within 10 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can’t use this feature on the attacker again until you finish a long rest.
You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be charmed are immune to this effect.
Illusion
Warding Illusion - You quickly confuse the attacking enemy with dazzling illusions. When you or an ally within 30 feet are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing illusions to appear before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Subterfuge
Thief's Talent - Your patron grants you abilities they knew in life.
You learn Thieves Cant, as per the Rogue feature.
Additionally, you may allow your ghostly patron to guide you for the next minute (no action required), you gain Thief's Talents.
While you have Thief's Talents, you have advantage on Dexterity saving throws; additionally once on each of your turns you may use on of the following abilities:
Shadow Rope: Cast levitate or Misty Step without expending a spell slot which lasts until the end of your next turn.
Subtle Arts: When you cast a spell, you may cast it without any somatic or verbal component.
Honed Reflexes: As a bonus action, take or plant an item on a humanoid or perform the Disengage, Hide or Search action.
Once you have used this feature, you may not use it again unless you have taken a long rest, or have expended a warlock spell slot to use it again.
Trickery
Emerald Step - You can vanish in a flash of green light and smoke in response to harm. When you take damage, you can use your reaction to teleport up to 30 feet to an unoccupied space you can see. You leave behind an illusory copy of yourself on the location which you leave. This copy vanishes on the start of your next turn, and can take no actions.
For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses.
Immediately after you use your Emerald Step, one creature of your choice that you can see within 5 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.
This ability can be used a number of times equal to your Proficiency modifier per long rest.
10th Level Features
At 10th level the following abilities become available for the warlock, along with the 1st and 6th level corresponding options:
1 - Trickery: Beguiling Strikes - When attacking a target, if the target is a creature, it must succeed on a Wisdom saving throw, or you become invisible to it until the start of your next turn or until immediately after you make an attack roll or cast a spell.
2 - Fey: Slippery Mind - Your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.
3 - Illusion: Illusion Master - Your patron grants you temporary gifts to further enhance your abilities of illusion. You gain the Mask of Many Faces, Misty Visions and One with Shadows invocations.
4 - Subterfuge: Armor of Shades - Your patron creates a protective cloak of shadows around you. After taking the Hide action or when rolling an attack with advantage, you gain temporary hit points equal to half your warlock level.
Fey
Slippery Mind - Your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.
Illusion
llusion Master - Your patron grants you temporary gifts to further enhance your abilities of illusion. You gain the Mask of Many Faces, Misty Visions and One with Shadows invocations.
Subterfuge
Armor of Shades - Your patron creates a protective cloak of shadows around you. After taking the Hide action or when rolling an attack with advantage, you gain temporary hit points equal to half your warlock level.
Trickery
Beguiling Strikes - When attacking a target, if the target is a creature, it must succeed on a Wisdom saving throw, or you become invisible to it until the start of your next turn or until immediately after you make an attack roll or cast a spell.
14th Level Features
At 14th level the following abilities become available for the warlock, along with the 1st, 6th and 10th level corresponding options:
1 - Trickery: Change Fates - You can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
In addition, once per short rest, the warlock is able twist fates even more. Pick any attack roll, ability check or saving throw and roll another d20. On a 1-10 the roll instead counts as a 1. On a roll of 11-20 the roll counts as a 20.
2 - Fey: Unassailable Majesty - Your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.
The warlock can cast Mass Suggestion once per long rest at it's lowest level.
In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can’t attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn.
Once you assume this majestic presence, you can’t do so again until you finish a short or long rest.
3 - Illusion: Dark Dismay - You can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is frightened by you for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.
Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
4 - Subterfuge: Shadowmaster - Your patron can help you in the subtle arts, as well as your companions. When you or an ally you can see within 30 feet is making a skill check, prior to the roll, you may use your reaction to give advantage to the roll. You may use this feature a number of times equal to your proficiency bonus per long rest.
Additionally, whenever you or a willing creature you can see rolls a 1 on a Dexterity check or Dexterity saving throw, you may use your reaction to reroll the skill check or saving throw, taking the new roll instead.
Fey
Unassailable Majesty - Your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.
The warlock can cast Mass Suggestion once per long rest at it's lowest level.
In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can’t attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn.
Once you assume this majestic presence, you can’t do so again until you finish a short or long rest.
Illusion
Dark Dismay - You can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is frightened by you for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.
Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Subterfuge
Shadowmaster - Your patron can help you in the subtle arts, as well as your companions. When you or an ally you can see within 30 feet is making a skill check, prior to the roll, you may use your reaction to give advantage to the roll. You may use this feature a number of times equal to your proficiency bonus per long rest.
Additionally, whenever you or a willing creature you can see rolls a 1 on a Dexterity check or Dexterity saving throw, you may use your reaction to reroll the skill check or saving throw, taking the new roll instead.
Trickery
Change Fates - You can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
In addition, once per short rest, the warlock is able twist fates even more. Pick any attack roll, ability check or saving throw and roll another d20. On a 1-10 the roll instead counts as a 1. On a roll of 11-20 the roll counts as a 20.
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