Warlock
Base Class: Warlock

Something to try to fit the trickster gods that didn't quite fit the Archfey Patron subclass. I had Hermes (protector of travelors and tricksters) in mind when I made this. It's not a perfect match, but I wanted to embody the idea of a trickster who helps those who fall under their domain.

Level 3: Benevolent Trickster Spells

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Spells table, you thereafter always have the listed spells prepared.

Level 3 : Aid, Cure Wounds, Guiding Bolt, Misty Step, Faerie Fire, Sacred Flame

Level 5: Revivify, Plant Growth, Blink

Level 7: Guardian of Faith, Wall of Stone, Wall of Fire, Greater Invisibility

Level 9: Mass Cure Wounds, Summon Celestial, Summon Elemental, Seeming

Level 3: Steps of the Fey

Your patron grants you the ability to move between the boundaries of the planes. You can cast Misty Step without expending a spell slot a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

In addition, whenever you cast that spell, you can choose one of the following additional effects.

 

Disappearing Step

You have the Invisible condition until the start of your next turn or until immediately after you make an attack roll, deal damage, or cast a spell.

Dreadful Step

Creatures within 5 feet of the space you left or the space you appear in (your choice) must succeed on a Wisdom saving throw against your spell save DC or take 2d10 Psychic damage.

Refreshing Step

Immediately after you teleport, you or one creature you can see within 10 feet of yourself gains 1d10 Temporary Hit Points.

Taunting Step

Creatures within 5 feet of the space you left must succeed on a Wisdom saving throw against your spell save DC or have Disadvantage on attack rolls against creatures other than you until the start of your next turn.

Level 6: Healing Light

You gain the ability to channel celestial energy to heal wounds. You have a pool of d6s to fuel this healing. The number of dice in the pool equals 1 plus your Warlock level.

As a Bonus Action, you can heal yourself or one creature you can see within 60 feet of yourself, expending dice from the pool. The maximum number of dice you can expend at once equals your Charisma modifier (minimum of one die). Roll the dice you expend, and restore a number of Hit Points equal to the roll’s total. Your pool regains all expended dice when you finish a Long Rest.

Misty Escape

You can cast Misty Step as a Reaction in response to taking damage.

In addition, there are new effects among your Steps of the Fey options.

 

Beguiling Defenses

Your patron teaches you how to guard your mind and body. You are immune to the Charmed condition.

In addition, immediately after a creature you can see hits you with an attack roll, you can take a Reaction to reduce the damage you take by half (round down), and you can force the attacker to make a Wisdom saving throw against your spell save DC. On a failed save, the attacker takes Psychic damage equal to the damage you take. Once you use this Reaction, you can’t use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.

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