Warlock
Base Class: Warlock

The Entertainer is a being that fulfills its plans by giving you the power to enthrall and control audiences. Common patrons include various fey, devils, and gods of music and acting.

Master of the Arts

You have proficiency with an instrument of your choice and Performance.

Expanded Spell List

The Entertainer 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.

Fiend Expanded Spells
Spell Level Spells

1st

comprehend languages, hideous laughter

2nd

detect thoughts, enthrall

3rd

beacon of hope, tongues

4th

phantasmal killer, confusion

5th

dominate person, seeming

Entertainer's Charm

As an action, you can attempt to charm another creature with intelligence 10 or greater. That creature makes a DC 14 Wisdom saving throw, and they do so with advantage if you or your companions are fighting it. If it fails its saving throw, it is charmed for 5 minutes or until you or your companions do anything harmful to it. The charmed creature regards you as a celebrity. When the effect ends, the creature knows it was charmed by you. During each of your turns as bonus action while the creature is charmed this way, you may have that creature either regain 1d4 hit points or take 1d4 psychic damage. If you do, the creature is no longer charmed by you.

Once you use this feature, you cannot use it again until you finish a long rest.

Hypnotic Song

Starting at 6th level, You can summon a magical instrument. As an action, you create a magical instrument that only you can physically interact with for an hour that you are proficient with. You have advantage on all Persuasion, Performance, Deception, and Intimidation checks you make while playing this instrument. If you already have an instrument, you may instead place an enchantment on that instrument for an hour for the same effect if you are proficient with it.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Celebrity Worship

Starting at 10th level, you can't be charmed and you have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. You are also resistant to psychic damage.

Epic Performance

Starting at 14th level, your performances can sway people to do previously unthinkable things. After you performed for five or more minutes, you may have up to ten creatures who can see or hear you make a Wisdom saving throw. If they fail the saving throw, they must do something harmful to another nearby creature that isn't you. This has no effect on undead, fey, fiends, or celestials. The DM chooses what each affected creature does and the duration of their actions.

Once you use this feature, you can’t use it again until you finish a long rest.

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