Base Class: Warlock
Tricksters exist in almost every plane of existence, when they form a pact with another creature it can be to use that creature as their agent, to enact their will and create chaos as the go. Not all tricksters are evil, some try and make the worlds a better place, but they are almost always agents of chaos, sowing mischief where ever they go. Gods of trickery — such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki — are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They’re patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their agents are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions.
To that end creatures who bond to a pact with a Trickster will often be performers, criminals or anyone who lives a less than structured existence. As part of the bargain that is made they are tasked with being the eyes and ears and hands of the Trickster creating chaos as they go. They will perform for an audience of the rich and well to do and steal from them while they watch, or whisper in hushed tones to increase tensions between rival houses. They will walk among the poor and pass out gifts and money to create change within their circumstances. They walk through a battlefield, twin blades swirling tipping the tides of war in their favour. Agents of Tricksters are known as Jesters or Harlequins, they serve as assassins, spies, brokers of misinformation. Though to employ a Jester is to invite calamity as more often than not they will play both sides, killing those who take contracts with them, or altering battle plans to create the most chaos.
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 | shield, bane |
| 2nd | blur, pass without trace |
| 3rd | spirit guardians, fireball |
| 4th | phantasmal killer, freedom of movement |
| 5th | holy weapon, modify memory |
Tricksters Wiles
You create a pact with a Trickster, an entity or god of chance, deception, fate and trickery. You are an agent of calamity. You gain expertise in Deception and Performance and proficiency in Stealth and Sleight of Hand
Starting at 1st level you gain access to Masquerade points, this fuel your actions. You gain 1 Masquerade point per level up to 13 points at level 13. These points are restored upon a short or long rest.
Masquerade Abilities.
- You can use 1 Masquerade point to give yourself temporary proficiency in a skill or a tool you don't have proficiency in. You must do this as part of a short rest and it lasts until the next short or long rest.
- You can spend 1 Masquerade point to automatically open any non magical lock, or disarm any non magical trap.
- You can spend 1Masquerade point to give yourself Cunning Actions, allowing you to Dash, Hide or Disengage as a bonus action. This lasts until your next short rest.
- (Restriction 3rd level) You can spend 1 Masquerade point to deal additional psychic damage with your Mischief Blades at 3rd level this damage is 2d6, at 5th level this increases to 3d6 and at 10th level 5d6.
- (Restriction 6th level) You can spend 2 Masquerade points to cast an improved version of mage armour. This Harlequin guise appears as you wish it to, though it often includes a mask and some sort diamond pattern. If you choose the Armour of Shadows invocation this action costs 1 point. This gives you an AC of 15 (+ dexterity) when you are wearing no armour. This lasts until your next short rest.
- (Restriction 11th level) You can lie with the best of them. For 3 Masquerade points whenever you make an ability check that involves a face skill (Deception, persuasion etc.) you treat any roll that is a 9 or under as a 10. This lasts until your next short rest.
Blades of Mischief
At 1st level, you acquire the training necessary to effectively arm yourself for battle, you gain proficiency in martial weapons.
The influence of your trickster also allows you to pull a light phantasmal weapon from the Tricksters domain. At third level you must choose the pact of the blade feature but in doing so you gain a second phantasmal blade and the two weapon fighting style. These blades can both count as your pact weapon in terms of the features that applies and at first level deal 1d6+ your Charisma modifier, these blades deal slashing and psychic damage and are considered magical.
As part of this bonus action strike you can blink out of existence, re-appearing in a spot of your choice 15ft away. You leave behind a laughing image of yourself. You must make a Performance or Deception check. If a creature targets you it must roll against your previous check, if it fails it attacks your remnant. The image disappears when struck.
At 5th left you should take the Thirsting Blade invocation which gives you 2 attacks per action and the damage of your blades increases to 2d6 + your charisma modifier. At 10th level this increases to 3 attacks per action. If you choose the improved pact weapon invocation your phantasmal blades gain an additional +1 to hit and damage at levels 7 for a total of +2 and 14 for a total of +3. The second blade you summon is a mirror of the original but it's damage does not increase as you level.
Trick of the Mind.
During your turn, if you make a melee attack against a creature, that creature can’t use reactions for until the start of your next turn.
Starting at 6th level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
Additionally for any check that uses your intelligence or wisdom modifiers, you gain a bonus equal to your charisma modifier, as with lackadaisical ease you blag your way through life.
The Harlequinade
When you enter battle a series of spectral harlequins or jesters enter the fray with you. As an action you can spend 3 Masquerade points phantasmal spectres surround you. For 1 minute you gain 3 spectral tricksters. You can disperse them as you see fit. You can attack through these jesters from their positions as you blink into existence briefly to strike and are then whisked away to your original position. You can use your reaction to switch places with the spectre.
As long as you keep 1 spectral player with you, your body becomes blurred, shifting and wavering to all who can see you. For the duration, any time you are hit with a strike you can use your reaction to roll 1d6 on a 1,2 or 3 the attack hits you, on a 4+ it hits the spectre and it disappears. The moment the spectre disappears you can choose to teleport to another spectres space.
The Laughing God
Your patron gifts you with the ability to create an illusion in the minds of up to five creatures of your choice. They must make a charisma save against your spell save DC. If they fail this save they become caught up within the illusion. The mindscape you create is so deftly woven together that not even creatures with true sight can pierce it. While under the effect of the illusion these creatures count as stunned. They can roll at the end of each of their turns to break free, but if they fail the save a total of three times (including the first failure), they become lost inside their own minds. If you choose to do so you can end this effect but if you do not, the creature will die a long and painful death as it does nothing except wander the labyrinthine halls your illusion has created.
You can only use this feature once per short rest or until you expend a Warlock spell slot to create a further illusion.
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