Base Class: Warlock
Out on the edge of the multiverse is a demiplane called
Toontown, a wacky place inhabited by toons, creatures of
ink and magic that defy logic. In Toontown, the laws of
space and time take a wrong turn and dive straight off a
cliff; it’s an eternity of loony hijinks, a torrent of silliness, a
plane that despises seriousness.
Toons take many forms -- often little critters or animate
objects with exaggerated eyes drawn on them -- but the
Barons of Toontown are known far and wide. These
powerful (and copywritten) toons can let you bend the laws
of space and time, provided that you leave a trail of
slapstick jokes and utter silliness in your wake.
Expanded Spell List
Toon Expanded Spells
Spell Level Spells
1st feather fall, hideous laughter
2nd blur, rope trick
3rd haste, stinking cloud
4th confusion, freedom of movement
5th mislead, passwall
Big Pockets
Starting at 1st level, you scoff at lengthy encumbrance
rules. When you open a pocket, bag, or other container that
you touch, you can choose for it to lead to your personal
extradimensional space, which is 64 cubic feet in volume.
The container’s opening stretches to accommodate items of
any size which can fit within the space, and items within
the space are weightless until removed. When you reach
into this space, any item you intend to take is magically on
top. A container loses this property when you are no longer
touching it.
Zany Limbs
At 1st level, you have elastic, fantastic limbs. You can
stretch your arms and legs up to 5 feet beyond their normal length, allowing you to
interact with distant objects or creatures, and your melee
weapon attacks have the Reach property.
Additionally, you can ignore the Heavy property of weapons.
Slapstick
By at 6th level, you have a knack
for cartoon violence. When you take
bludgeoning, piercing, or slashing
damage while you are standing, you can
use your reaction to halve the damage
taken and also be knocked prone, as you
are either squashed flat, deflated like a balloon,
or momentarily chopped in half.
2 Dimensional
At 10th level, when comically convenient, you can use
your bonus action to turn sideways and become completely
flat or to return to return to three-dimensions. While two-
dimensional, you can fit through passages as narrow as 1/2
inch across, and you have half cover from ranged attacks.
Additionally, you can also glide on the wind when you fall,
floating 2 feet horizontally for each foot downward you
fall. However, you are far more fragile, and have
vulnerability to bludgeoning, piercing, and slashing
damage.
Anvil Drop
Starting at 14th level, you can employ the oldest trick in the
animator’s book: dropping a heavy anvil right on your
enemies! As an action, choose a 5-foot square that you can
see within 30 feet of you. A heavy, oversized anvil
materializes up to 100 feet above the square and falls to the
ground, crashing through any obstacle it meets on its way.
A creature hit by the anvil must make a Dexterity saving
throw. On a failed save, a creature takes 10d10
bludgeoning damage and is knocked prone and stunned
until the beginning of your next turn, while literal stars
orbit its head. On a successful save, the creature takes half
as much damage and is not stunned.
Once you use this feature, you can’t use it again until
you finish a long rest.
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