Warlock
Base Class: Warlock

You have formed a pact with a powerful trickster spirit, a
common theme in myths and legends from the people of
nearly every culture in the multiverse. One quite often not
associated with any gods whatsoever, but rather local or
cultural animals, entities, hermits, even some ancient
monarchs or other important figures within a culture’s
history.
There are more than a few ancient fey who take great
delight in fomenting chaos among mortals for their own
amusement, to sate their nigh-unquenchable boredom for
fleeting moments; such powerful Feywild beings are common
trickster patrons. So, too, are powerful primal incarnations of
certain animals trickster spirits--often also originating within
the Feywild--who laugh at the foolishness of everything and
everyone, including the gods. Wise old fools such as the
coyote, fox, mouse, rabbit, raven, or spider spirits known
across many cultures for their wily ways.
Shapeshifting and illusion-using beings from distant parts
of the multiverse--including some angels and demons, the
occasional powerful resident of Pandemonium or one of the
elemental planes, even the rare eldritch denizen of the Far
Realms--seem to prefer a pernicious use of subtle but
tangible trickery to chaotically influence the multiverse. Even,
on occasion, a neutral being who takes it upon themselves to
disrupt the forces of both chaos and order alike.
The influence of a being so inherently steeped in illusion,
deception, or tomfoolery often alters your own outlook on life
to mirror theirs. Perhaps you become driven to see the stuffy,
orderly followers of law and authority taken down a few pegs.
Or wish to see people run around in disarray and profound
confusion at a sudden, inexplicably bizarre turn of events for
your own amusement. Maybe you grow to find the mundane
so boring that you find yourself driven to endlessly spurn on
novel new experiences.
Trickster spirits ask very little of those who form a pact
with them, compared to many otherworldly patrons--
especially in terms of sweeping missions or long-term goals.
They ask only for a reasonably persistent pattern of both
pulling a veil over and tearing the veil off of the eyes of others.
Make others question what is real. What is truth. You can use
illusion and deception or cold, hard truth. Act the utter fool, or
the deadly serious. Engage in random acts of prankery or
carefully crafted schemes of chicanery. Or any other means at
your disposal, for that matter. So long as you are flipping the

script on reality--no matter how minuscule, or how far-
reaching--your patron will be pleased.

Expanded Spell List

 

 

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:

Spell Level

Spells

1st

Disguise Self, Silent Image

2nd

Alter Self, Arcanist's Magic Aura

3rd

Blink, Nondetection

4th

Greater Invisibility, Polymorph

5th

Mislead, Seeming

Sewing Chaos

Starting at 1st level, you gain the Minor Illusion and Thaumaturgy cantrips, and they do not count against your number of warlock cantrips known. You can cast both of these cantrips without using verbal, somatic, or material spell components,  giving you a superior ability to sneakily alter the world around you. Additionally, the effects of your minor illusion cantrips do not end when you cast the cantrip again. Tied to your thaumaturgy cantrip, you can have up to three effects of your minor illusion and thaumaturgy cantrips combined active at a time. If you already have three such effects active when you cast either minor illusion or thaumaturgy, you must choose one of the existing effects to end immediately. You can use an action to dismiss any number of active effects from your minor illusion and thaumaturgy cantrips at Once.

 

Additionally, if you know the Prestidigitation cantrip, one of your three effects  can be from the Prestidigitation effects list. You may also cast this spell without  using verbal, somatic, or material components. The range of this spell increases to 30 feet.

Dramatic Death

Starting at 6th level, you can craft a cunning illusion of your own demise when you are harmed. When you take damage, you can use your reaction to turn invisible and create an
illusion of whatever harmed you killing you in however mundane or dramatic a fashion as you see fit. This illusion affects all senses, even touch, for the brief moments it
persists. You remain invisible until the end of your next turn, or until you attack or cast a spell. The illusion of your corpse persists until the end of your next turn regardless.

You're encouraged to describe the entire handful of seconds worth of illusory death, from the style of death blow to how the illusion disperses and you reappear, each time you use this feature. You might take damage from a splash of acid, your body melting into goo. Or any other means you wish; your imagination is the limit.

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

 

Beguiling Trickster

Starting at 10th level, creatures have disadvantage on Wisdom (Insight) checks made against you or to contest your Charisma (Deception) checks.
You also impose disadvantage on creatures attempting to inspect you while under the effects of Disguise Self. Additionally, you have advantage
on saving throws for effects that require you to tell the truth, as well as any requests for you to tell the truth enforced by the Charmed condition.

Maestro Of Shenanigans

When you have reached 14th level, trickery has become your natural instinct. Creatures roll at disadvantage to see through or detect your Enchantment and Illusion spells. Additionally, you have advantage on Constitution saving throws made to maintain concentration on Illusion and Enchantment spells.

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