Base Class: Warlock
Some beings have no reason to exist, or rather, are not supposed to. They do. And yet, they still have no reason to exist. A cruel joke played on a powerful being is wrath shed on mortals. Your patron sees the farce of existence for what it is, and would like you to "enlighten" others with this viewpoint, willingly, or not. Life is already absurd. You're just making that clear.
Your patron might be Blibdoolpoolp, the mad god of the kuo-toa, might originate from the Feywild and find mortals amusing, or even be Demogorgon, a Sibriex, or another abomination from the abyss that takes its madness out on others. Be warned. You serve a fickle master.
Expanded Spell List
The Farce 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.
Farce Expanded Spells
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Slapstick
Starting at 1st level, your strikes become erratic and of a speed unfit to be called natural. You know the eldritch blast cantrip. Eldritch blast becomes a melee spell attack with a range of 10 feet. The range of this attack cannot be modified.
As a bonus action, you can cast either eldritch blast, or a cantrip you know that does no direct damage, regardless of its normal casting time. If you cast eldritch blast in this way, you cast half as many beams as your normal eldritch blast is capable of creating (rounded up). Following this, you can immediately gain the effects of the sanctuary spell (no action required). When you reach certain levels in this class, the number of times you can use this feature increases: 3 times at 1st level, 4 times at 5th level, 5 times at 9th level, 6 times at 13th level, and 7 times at 17th level. You regain all expended uses when you finish a long rest.
Pantomime
At 1st level, caricature becomes you. You gain proficiency in the Performance skill.
As a bonus action, if you expend a use of Slapstick or a warlock spell slot, you gain the following benefits for 1 minute:
- Whenever you make a Strength (Athletics) check, you gain a bonus to the check equal to your Charisma modifier.
- Your walking speed increases by a number of feet equal to three times your Charisma modifier.
- Your Long Jump and High Jump distance increase by a number of feet equal to twice your Charisma modifier.
- As long as you hold your breath, keep your eyes closed, or are subject to the poisoned condition, you gain a flying speed of a number of feet equal to your Charisma modifier.
Things Funny
Starting at 6th level, your patron gifts your reality with higher absurdities. When you finish a long rest, roll any number of d8 less than or equal to half your proficiency bonus (rounded up). The number rolled corresponds with a spell on the Things Funny table, and allows you to cast the spell once at its base level and without expending a spell slot or material components before the end of your next long rest. Roll on the table a number of times equal to your Charisma modifier (minimum of 1).
Things Funny
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Hardened Comedian
At 10th level, you refuse to let the world break your stride. If you are concentrating on a spell and you are hit with an attack, you can use your reaction to become resistant to one damage type of the attack (your choice) until the beginning of your next turn (including the triggering attack).
In addition, you choose which of the following saving throws with which to always have advantage: Intelligence, Wisdom, or Charisma.
Charisma
You gain advantage on Charisma saving throws.
Intelligence
You gain advantage on Intelligence saving throws.
Wisdom
You gain advantage on Wisdom saving throws.
Multiple Choice
By 14th level, you have soaked your soul in nihilism, acclimating you to the randomness of your multiverse. You can choose the last spell you get off of the Things Funny table.
Previous Versions
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