Base Class: Warlock
Warlocks who make pacts with trickster spirits tend to be hard to pinpoint. They're expert liars and pranksters in their own right, but with the gifts given from their patron, they can be downright masters of deception.
Level 3: Liars Insight
When you succeed in a deception check, you may cast Detect Thoughts as a reaction, without expending a spell slot. You may use this feature a number of times equal to your proficiency bonus before a short rest. You also gain proficiency in the persuasion and deception skills.
Level 3: Trickster Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Trickster Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
| 3 | Color Spray, Disguise Self, Rope Trick, Blur, Dancing Lights, Minor Illusion |
| 5 | Fear, Hypnotic Pattern |
| 7 | Greater Invisibility, Hallucinatory Terrain |
| 9 | Passwall, Mislead |
Level 6: Chaotic Intervention
You can call on your trickster patron to alter fate in your favor through chaotic intervention. When you make an ability check or saving throw, you can choose to reroll the ability check or save, simultaneously causing a surge on the Wild Magic Surge table. You can do this after seeing the roll but before any of the roll’s effects occur.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), but you can use it no more than once per roll. You regain all expended uses when you finish a Long Rest.
Level 10: Wicked Gleam
Your character walks through the world with an unmistakable twinkle of mischief in their eye. You may gain expertise in the persuasion and deception skills, and additionally you gain access to the spell Vicious Mockery.
Level 14: Mind Shattering Snap
With a snap of your fingers, you call on your patron to attempt to drive a target insane with their trickster magic. As an action on your turn, you may target a creature you can see within 30ft, the target must succeed on a Charisma saving throw against your spell save DC, or the target takes 12d8 Psychic damage and its Intelligence and Charisma scores are halved. This halving ability cannot stack with multiple uses.
Once you use this feature, 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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