Warlock
Base Class: Warlock

The Trickster is an interesting individual, some claim they are a child of chance, while others suggest that true trickster abilities are a product of fate and order. It's also unknown if warlocks of the Trickster are accepted for specific tricks or a general nature of trouble. 

 
 

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.

Trickster Expanded Spells
Spell Level Spells

1st

charm person, disguise self

2nd

mirror image, pass without trace

3rd

blink, dispel magic

4th

dimension door, polymorph

5th

dominate person, modify memory

Trickster's Curse

Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

  • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.

You have advantage on saves against effects caused by the target.

  • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

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

Trickster's Luck

Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.

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

Trickster's Game

Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.

Trickster's Soul

At 14th level, your body is now simply a vessel for your spirit. As an action, you can project your spirit from your body. The body you leave behind is unconscious and in a state of suspended animation.

Your spirit can remain outside your body for up to 1 hour or until your concentration is broken (as if concentrating on a spell). When your projection ends, your spirit returns to your body or your body magically teleports to your spirit’s space (your choice).

While projecting your spirit, you gain the following benefits:

Your spirit and body gain resistance to bludgeoning, piercing, and slashing damage.

When you cast a spell of the conjuration school, the spell doesn’t require verbal, somatic, or material components that lack a gold cost.

You have a flying speed equal to your walking speed and can hover. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.

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

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