Base Class: Warlock
Your patron is a deity of mischief, luck, and ever-shifting fate—a Trickster who delights in randomness and revels in disrupting expectations. Some Tricksters are chaotic gods of revelry and misrule, while others are cunning weavers of destiny whose motives remain obscured behind laughter. In making a pact with such a being, you embrace uncertainty as your greatest weapon.
Chaotic Armament
At 3rd level, When you take the Attack action on your turn, roll 2d12. Designate 1d12 as your weapon dice and 1d12 as your damage type dice. The result determines the form your weapon takes and the damage type it deals, using the Chaotic Armament Tables. The weapon is considered magical and you are proficient with it. You use your Charisma modifier for attack and damage rolls made with this weapon. The weapon disappears at the end of your turn. Replaces Pact Weapon
Double Roll Effects:
If both d12s show the same number you may re-roll one dice to try and get a more favorable. If the dices are double 7's or 4's the dice may not be rerolled and a special effect occurs:
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Double 7's — Lucky Surge: You gain advantage on your next attack roll, ability check, or saving throw made within 1 minute. You also gain temporary hit points equal to your warlock level + your Charisma modifier.
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Double 4's — Backlash of the Jest: You take psychic damage equal to your warlock level and have disadvantage on your next saving throw or attack roll.
Trickster’s Jackpot:
If you roll a natural 20 on the attack and roll double 14s, you trigger a Trickster’s Jackpot. Choose one of the following effects:
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Chaotic Echo: After the attack resolves, you may immediately make a second attack using the same weapon form and damage type.
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Arcane Cascade: You may cast a warlock spell you know of 3rd level or lower as a free action, without expending a spell slot.
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Favorable Twist: You and one ally within 30 feet gain advantage on your next saving throw and resistance to all damage until the start of your next turn.
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Surge of Luck: You roll 1d6 + your Warlock level and can add one to any roll (attack, save, check, or damage) over the next minute.
Chaos Implosion:
If you roll a natural 1 on the attack and also roll double 8s on the Chaotic Armament table, you suffer a Chaos Implosion. You take psychic damage equal to twice your warlock level, are blinded and deafened until the end of your next turn, and on your next turn your speed is halved and you can’t take reactions.
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At 5th level, you can attack twice, instead of once, when you take the Attack action using Chaotic Armament.
(This does not grant the Extra Attack feature—it only applies when using Chaotic Armament.) -
At 11th level, your conjured weapon deals an additional 1d8 damage of its damage type on a hit.
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At 17th level, once per turn when you roll doubles with Chaotic Armament, you can choose to unleash a burst of chaos. The target of the attack and one creature of your choice within 10 feet of it must make a Dexterity saving throw (DC = your spell save DC) or take 3d6 damage of the same type as the attack. On a success, the creatures take half damage.
1d12 Chaotic Armament Weapons Table
| d12 Roll | Weapon |
|---|---|
| 1 | Club |
| 2 | Longsword |
| 3 | Greatsword |
| 4 | Dagger |
| 5 | Mace |
| 6 | Morningstar |
| 7 | Pistol |
| 8 | Shortbow |
| 9 | Spear |
| 10 | Trident |
| 11 | Warhammer |
| 12 | Glaive |
1d12 Chaotic Armament Damage Table
| d12 Roll | Damage Type |
|---|---|
| 1 | Poison |
| 2 | Bludgeoning |
| 3 | Cold |
| 4 | Necrotic |
| 5 | Acid |
| 6 | Lightning |
| 7 | Radiant |
| 8 | Force |
| 9 | Psychic |
| 10 | Fire |
| 11 | Thunder |
| 12 | Slashing |
Expanded Spell List
At 3rd level, The Trickster 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.
Trickster Expanded Spells
| SPELL LEVEL | SPELLS |
|---|---|
| 1st | tasha's hideous laughter, chaos bolt |
| 2nd | mirror image, blur |
| 3rd | bestow curse, hypnotic pattern |
| 4th | greater invisibility, confusion |
| 5th | mislead, synaptic static |
Trickster’s Favor
At 6th level, You learn to subtly bend your Trickster patron’s chaos to your advantage.
Once per short or long rest, when you roll the d12s for your Chaotic Armament, you can reroll one or both dice. You must use the new result(s).
Additionally, you gain resistance to the damage type of the weapon you conjure with Chaotic Armament until the start of your next turn.
Deceiver’s Turn
At 10th level, your patron teaches you to rewrite a thread of fate—often for mischief.
When a creature you can see within 60 feet of you makes an attack roll, ability check, or saving throw, you can use your reaction to force them to reroll the d20 and use the lower result.
You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.
If the creature rolls a natural 1 on the reroll, you regain one use of this feature.
Avatar of the Wild Card
At 14th level, you can become a living conduit for your Trickster patron’s chaotic essence.
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When you make an attack roll with your Chaotic Armament and roll double 7's, the attack is a critical hit on a roll of 19 or 20.
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Once per turn, when you hit a creature with your Chaotic Armament, you can force a creature you can see within 30 feet of you to make a Charisma saving throw (DC = your warlock spell save DC). On a failed save, the creature is confused until the start of your next turn (it can’t take reactions and rolls a d10 to determine its action, as per the confusion spell).
You regain the use of this feature when you finish a long rest.
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