Warlock
Base Class: Warlock

Your patron is a trickster god or otherworldly being who simply wants to have a little fun with the mortal realm. If you were chosen by this patron, you likely already have some experience in trickery and have somehow amused them enough that they have endowed you with power to amuse them even more. 

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.

Bonus Proficiencies

Starting at 1st level, you gain proficiency with dice sets and card sets. If you already have proficiency in one of these you gain double proficiency instead.

Trickster's Guile

Starting at 1st level, your patron has seen fit to gift you with a deck of cards and a set of dice. These magical gaming sets are endowed with his power and put in a pocket dimension that you can use a bonus action to summon them from at any time. They come with the following benefits:

  • You may use them as ranged weapons that deal 1D6 slashing (if cards) or bludgeoning (if dice) damage with a range of (20/60). You may also use your Charisma modifier for attack and damage rolls with this weapon. Whenever you throw a card or die it rematerializes in your hand, unless you choose otherwise. 
  • They may be used as your arcane focus.
  • Cards: At any time, you can pull any card you picture in your head from the deck. 
  • Dice: The dice always roll the number you want.

Now You See Me

Starting at 6th level, your patron has grown so amused by you that he has decided to gift you with more ways to amuse him at others' expense. Whenever someone steps within 10 feet of you, you may use your reaction to turn invisible and move up to half of your movement speed. When you do so a number of illusory copies of yourself appear equal to your proficiency bonus in empty spaces with 30 feet of you. You remain invisible until the start of your next turn, or until you attack or cast a spell. On your turn, you may use a bonus action to move any number of your illusory copies up to 30 feet. At the end of your turn, any copies that are further than 60 feet from you are dispelled. Your copies remain for 1 minute, until attacked or dispelled, or until you are incapacitated. Additionally, you may dismiss them at any time using a bonus action. While your copies are present, others may use their action to make an Intelligence (Investigation) check against your spell save DC to figure out which one is truly you, otherwise, whenever they want to attack you they must roll a dice a determine which one they will attack randomly. If one of your copies are attacked, they use your spell save DC for their armor class; if one of them is hit they are immediately dispelled. If they would be subject to a spell that requires them to make a saving throw, they automatically fail and (if they are dealt damage) are dispelled.

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

Misdirection

Beginning at 10th level, the cards and dice given to you by your patron gain additional abilities. 

  • Your cards and dice become +1 weapons.
  • Cards: When you hit a target with your cards, you may force them to make a Wisdom saving throw against your spell save DC or become blinded until the end of your next turn as their eyes are covered by illusory card suits. You may do this a number of times equal to your Charisma modifier, regaining all uses at the end of a short or long rest. 
  • Dice: When you attack with your gifted dice, you may force every creature within a 10 foot radius of where the dice hit to make a Dexterity saving throw against your spell save DC, taking force damage equal to 2 x your Charisma modifier on a failed save or half as much damage on a successful one (if you hit a target directly when triggering this ability, they still take normal damage alongside the extra force damage). You may do this a number of times equal to your Charisma modifier, regaining all uses at the end of a short or long rest.

Additionally, you become immune to being charmed, unless your patron deems it entertaining enough, such as the consumption of a Philter of Love (DMs discretion).

Grande Finale!

Starting at 14th level, you can completely dominate the perceptions of your enemies (and even friends should it be entertaining enough) for the sake of your patron's pleasure. As an action, you may make any number of humanoid creatures within 60 feet of you become illusory copies of you as if casting Seeming. Though you don't alter their behavior in any way, any creature that can see them only sees an exact copy of you. Any creature can make an Intelligence (Investigation) check against your warlock spell save DC as an action to determine that it is an illusion, though that doesn't necessarily mean they will know exactly which one is you. Unlike your previous ability "Now You See Me," if one of your copies are hit with an attack the illusion doesn't end. This ability remains active for 1 minute, until you are incapacitated, or until you dismiss it with a bonus action.

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

Previous Versions

Name Date Modified Views Adds Version Actions
3/30/2021 5:53:01 PM
25
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1.0
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