Warlock
Base Class: Warlock

You have made a pact with Fraz’Urb-Luu, the demon lord of illusions. You can either be an evil-aligned character who willingly serves him, or a good-aligned character he tricked. Fraz-Urb’Luu likes to impersonate other entities and deities in order to pervert and manipulate his victims. The prince of deception generously shares his talents with you, and as one of the most intelligent beings of the multiverse, he will eventually profit from it.

Level 1: Madness of Fraz-Urb’Luu

Add one of the following flaws to your character sheet :

  Flaws
1 “I never let anyone know the truth about my actions or intentions, even if doing so would be beneficial to me.”
2 “I have intermittent hallucinations and fits of catatonia”
3 “My mind wanders as I have elaborate fantasies that have no bearing on reality. When I return my focus to the world, I have a hard time remembering that it was just a daydream.”
4 “I convince myself that things are true, even in the face or overwhelming evidence to the contrary.”
5

“My perception of reality doesn’t match anyone else’s. It makes me prone to delusions that make no sense to anyone else.”


 

 

Level 1: Fraz-Urb’Luu’s Restricted Repertoire

The spells of 1st level or higher with a damage type other than Force and Psychic are excluded from the Warlock spell list.

However, all Enchantment and Illusion spells from other classes, and the following spells, are added to the warlock spell list for you :

Prince of Deception Expanded Spells
Spell Level Spell
Cantrip Dancing Lights, Message
1st Grease, Snare
2nd Alter Self, Enlarge/Reduce
3rd Feign Death, Meld into stone
4th Fabricate, Stone Shape

 

Also, the spells chosen for your warlock’s Mystic Arcanum feature are to be strictly from the Enchantment or Illusion schools.

 

In addition, you learn an additional Enchantment or Illusion spell from any class spell list. It is a warlock spell for you, but it doesn’t count against your number of warlock spells known. If you later replace this spell, you must replace it with another Enchantment or Illusion spell.

You learn 1 additional spell in the same way when reaching 6th, 10th and 14th warlock level.


 

Level 1: Disguised Spells

 

Starting at 1st level, when you cast a Warlock spell of 1st level or higher from an other school than Illusion, your patron’s magic can change its whole appearance and how it is perceived by senses and mind. It doesn’t change the true effects of your spell, and cannot create invisibility. When using this feature to mimic the very appearance of other spells, your patron will conjure some valueless props if the mimicked spell needs some.

Your illusion cannot be bigger than the original magical effect of your spell. If you mimick another spell appearance, you must cast a spell of the same kind of area of effect. A single target spell can be disguised into any single target spell appearance.

Disguised spells can’t produce sounds other than sound effects or more than 25 words.

If the original effect of your spell is intangible, physical interaction with it reveals the illusion. When your spell ends, so does the illusion. 

If your spell lasts more than 5 seconds, a creature within 15/30/60 feets from a tiny/small/medium or larger magical effect must succeed an Intelligence (Investigation) check against your warlock spell save DC to see through your illusion and get immuned to its other properties. Unless your illusion looks absurd, the investigation is made with disadvantage.

If your illusion involves illusory physical and mental sensations, a targeted creature must succeed a Wisdom saving throw or be fooled. If your illusion involves a social interaction between you and the target, the DM can ask you to make a Charisma skill check.

 
Disguised Spells example:

Banishment. Could be disguised it into the Disintegrate spell and a pile of fine gray dust would be conjured as a prop at your target emplacement.


 

Level 1: Trickster Points

 

Fraz’Urb-Luu’s magic presence into your ability to cast spells is represented by Trickster Points, which allow you to create a variety of deceitful effects. Your amount of Trickster Points is equal to your warlock level + your proficiency bonus. You regain all spent Trickster Points when you finish a long rest. You learn ways to use your Trickster Points as you reach higher levels.

Starting at 1st level, you gain the following option :

 

-Disguised Magic. You can spend 2 Trickster Points to apply Disguised Spells effects to a cantrip, a spell from an other class, a magical item, or spell scroll.


 

Level 6: Arcanes of Farces

 

Starting at 6th level, you gain one the following Trickster Points options of your choice. You gain another one at 8th, 10th, 12th and 16th level :

 

-Cherry On Top :

You can spend 5 Trickster Points to ask Fraz-Urb’Luu to add a minor extra effect related to Illusion or Enchantment magic to a specific cantrip or spell. It doesn’t change how the spell works, it just adds something extra. You perform a 5 minutes ritual to plan it with your patron, then the effect applies the next time you cast the spell before your next long rest.

 

How to run Cherry on Top for the DM

Cherry on Top is a kind of wish from a warlock to its patron. To limit too powerful effects, the DM roleplaying Fraz-Urb’Luu must tell its warlock if he has or hasn’t the power to answer its request, and might suggest something else if he hasn’t. The challenge will be to improvise and balance homebrew effects to keep it fair for everyone.

Roleplaying discussions between a warlock and Fraz-Urb’Luu plotting together is the heart of this subclass and is essential for Cherry on Top.

 

The extra effect can only be something deceitful and used to trick someone. It can’t replicate Metamagic effects, Wizard School of Illusion subclass effects, deal damage, apply a condition, modify memory, or grant a positive effect.


 

Cherry On Top examples :

 

Compelled Duel. If the target failed Compelled Duel Wisdom saving throw, it must make a new one. On a fail, if you are within 15 feet of your target and without difficult terrain between you, it must use its reaction to move up to 10 feet close to you and roll a melee attack against you. If the target has a ranged weapon or an object with the thrown property, it is allowed to use it for the attack and don’t move.


 

Counterspell. If you successfuly counter a spell, Cherry on Top could create an illusion of this spell, as if it didn’t get countered at all. If this spell effect lasts more than 5 seconds, you can take a concentration to maintain the illusion active.

If the countered spell was about to force a target movement or teleport it, you can’t use this effect to turn the target invisible.

Also you cannot use this effect if the spell you countered was an harmless illusion spell, or an abjuration or divination spell that hasn’t any audiovisual effect. 


 

Creation. You could make a conjured object have its duration countdown paused while the object is held or in the pockets of a creature who doesn’t want to have it, wants to get rid of it, and doesn’t want to use it. The object disappear as soon as it is held by someone who wants to have it. There is no saving throws involved with this example.


 
Dominate Person. You could use Disguised Spells to mimic the appearance of Finger Of Death. Regardless of your concentration, if the target fails a Wisdom saving throw, Cherry on Top will give it an illusory undead appearance and conceals its heartbeats during 1 hour.

 

Dream. You could make the target feel his dream was prophetic. If it fails a Wisdom saving throw, you give it a permanent feeling of déjà vu until its next long rest, so it will expect an encounter with the messenger he dreamt of.


 
Heroism. You could use Disguised Spells to mimic the appearance of Cure Wounds. Regardless of your concentration, if the target fails a Wisdom saving throw, Cherry on Top will make it feel being healed and apply an illusion and an enchantment to conceal its wounds and pain until the next time it receives damage or do a long rest.

 

 

-Backstage Bamboozler :

 You can spend 4 Trickster Points and use your reaction to apply your Disguised Spells effects to a spell cast by an other creature within 60 feets from you. When you do so you must perform a somatic component.

If you take the Ready Action to use this feature (you must designate a specific spell caster), you only spend 2 Trickster Points.

 

 

-Fake Fireball :

You can spend 4 Trickster Points and use your Action to manifest an illusory burst of magic with the Fireball spell cast range and area of effect. A targeted creature rolls its next Dexterity saving throw against a spell with disadvantage.

 

In addition, a targeted creature must succeed an Intelligence saving throw. On a fail, the creature is knocked prone.

 

A creature can be affected by these 2 effects only once per hour.

 

 

-Prince’s Gift :

You can spend 3 Trickster Points when casting a Warlock spell that normally only affects yourself to target another creature with a touch range (Alter self, Dimension Door, Disguise Self, Mirror image, Mislead, Meld Into Stone…).

 

A 3rd or higher level spell can only be cast this way on a large or smaller unconscious target, or a corpse of the same size. If the targeted creature wakes up or gets resurrected, your spell ends.

 

Teleportation spells can only target corpses. You can’t do it with Abjuration, Divination and Necromancy spells. An unwilling target who isn’t unconscious must succeed a Charisma saving throw to resist.

 

 

-Staged Disparition :

You can spend 2 Trickster Points when casting the spell Invisiblity to cast it to a single target within 60 feet instead of a touch range. You must use Disguised Spells to disguise Invisiblity into a spell that would make a creature disappear such as Banishment or Disintegrate.

 

You can spend 5 Trickster Points instead to cast it the same way, and without verbal component. Disguised Spells will create an illusion of your target casting a spell to disappear such as Dimension Door.


 

Level 10: Prankster Carapace

 

Starting at 10th level, Fraz-Urb’Luu infused you with its magic to shroud you into deception. Divination magic and spells that affect or target you and your possessions are disrupted by an effect similar to the Nystul’s Magic Aura spell, and you reflect wrong informations.

You are noticed when you are under divination magic, and the DM tells you what it wants to know about you. You can choose the wrong informations you are reflecting, or let your patron choose it.

If you get magically asleep, petrified, or unconscious for more than 3d20 minutes, your Prankster Carapace is turned off until this condition ends.


 

Level 14: Mastermind Arcanum

 

Starting at 14th level, you can replace your warlock Mystic Arcanum feature spells every time you do a long rest.

Also, you can expend your Mystic Arcanum uses as if they were regular spell slots to cast an Enchantment or Illusion spell at higher level.

 

In addition, you gain the following Trickster Points use :

 

-Fraz-Urb’Luu’s hilarious tragedy :

 You can spend 14 Trickster Points and expend one of your Mystic Arcanum uses to perfectly feign the death of an humanoid. When you do so, point your finger toward an humanoid within 60 feet to mark it, or simply touch yourself if you want to use this feature on yourself. You can only successfuly mark an unwilling humanoid if its challenge rating or its character level is equal or lower than half of yours, or if its in an unconscious state other than natural sleep. If you target a creature which doesn’t meet these prerequisite, you mark it, but this feature won’t have any effect on it.

 

The next time the marked humanoid takes damage from an attack or a spell before your next long rest, it will trigger the following magical effect : The target takes only half damage from the triggering damage. At the very moment the target receives the damage, it gets teleported at a random location within 500 feets, targeting by priority the further and safer place.

 

Then the target is replaced by a perfect clone of itself who receives double damage from the triggering damage and dies as if it gets brutally overkilled. This clone is a perfectly made of flesh and blood body with no trace of magic on it. If the target’s appearance is currently altered by a magical effect such as Disguise Self or Alter Self, the created clone will accurately replicate this altered appearance.

 

All possessions of the target are also reproduced. If it wore weapons and armors, or any magical item, they will be reproduced, but none of them won’t be magical, and the weapons and armors will be bad and break easily when used. Valuables such as gold or gemstones are also replicated, but they vanish as soon as an opportunity for them to be stolen arises, creating the illusion that someone has stolen them.


 

When you use Fraz-Urb’Luu’s hilarious tragedy by expending a 7th-level or higher Mystic Arcanum use, you can add one of the following options per level above 6th :

 

Eldritch Impostor. If the clone corpse is targeted by a resurrection spell, the corpse will turn alive into a simulacrum controlled by your patron. If the clone corpse is targeted with Speak With Dead, your patron will impersonate your target and answer to the caster questions.


 

Mimicry Curse. When casted on an unwilling humanoid target, its clothes and/or armor get their appearances changed, and it also gets affected by the spell Alter Self being turned into a Kenku, for a duration of 7 days or until it is targeted by a Remove Curse of the same level of the used Mystic Arcanum. The target cannot speak normally but can communicate with the Kenku racial feature Mimicry. Your patron won’t allow you to use this option to willingly turn yourself or a willing ally into a Kenku. 
 
Not Yet. When you have the marked target in sight or if you marked yourself, every time the marked target receives damage, you can decide if it triggers the magical effect or not. 

 
Trapped counterfeits. If the target held or carried any magical objects when it get cloned, their copies are affected by Nystul’s Magic Aura effect. If the original magical object required attunement and a creature tries to attune itself to the copy, the creature receives a flaw from the Madness of Fraz-Urb’Luu.

 

Eldritch Invocations

At 2nd level, a warlock gains the Eldritch Invocations feature. Here are new options for that feature, in addition to the options detailed in the Player’s Handbook.

If an eldritch invocation has a prerequisite, you must meet it to learn the invocation. You can learn the invocation at the same time that you meet its prerequisite. A level prerequisite refers to your level in this class.

 
Cursed Blade

Prerequisite: Prince of Deception patron, Pact of the Blade feature, 9th level

Your pact weapon doesn’t disappear when it stays away from you for a long time and you can cast Locate Object on it at will. If you and your pact weapon are not on the same plane of existence for more than 1 minute, your pact weapon is dismissed, except for the ethereal plane.

When holding your pact weapon, you can expend a warlock spell slot or a Mystical Arcanum use to apply a curse of its level to your weapon.

 

The next humanoid creature picking up your pact weapon or willingly receiving it from you gets under the curse and cannot get rid of your pact weapon.

 

If it drops it, your pact weapon returns in its hands after 10 seconds and forces the creature to hold it for at least 1 second. If the creature is already using both of its hands to hold something else, the pact weapon will either clip itself to its belt or clothes, teleport into a currently equipped backpack, or teleport at its feet. Then it returns in its hands as soon as possible.

 

You can communicate telepathically with the creature under your curse and perceive through its senses, and you can cast single target Enchantment spells that doesn’t deal direct damage at it, even if it isn’t within range.

 

The creature under your curse has disadvantage on all saving throws and skill checks against your Enchantment and Illusion spells, and your Disguised Spells and Arcane of Farces effects.

 

A creature stays under your curse until you summon again or dismiss your pact weapon, or a Remove Curse at your curse level is cast on your pact weapon.


 

Eldritch Assistant

Prerequisite : Prince of Deception patron, Pact of the chain feature, 11th level

Grants your Prankster Caparace feature effects to your familiar.

 

Also, when you cast an Illusion or Enchantment spell that requires a concentration, while your familiar is within 30 feet from you, you can force your familiar to take the concentration for you.

 

Your familiar lose the concentration as soon as it takes damage or if it is more than 30 feet away from you for 5 seconds or more.


  

Tome of Eldritch Jokes

Prerequisite : Prince of Deception patron, Pact of the Tome feature, 5th level

While your book of shadow is on your person, you can cast Glyph of Warding without expending a spell slot and magical components, but your glyph dispells itself after 24 hours.

 

You can apply your Disguised Spell and Arcane of Farces feature effects to the Spell Glyph stored spell.

 

You regain the ability to do so when you finish a long rest. 


 

Thanks for reading, hope you liked it !

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