Warlock: Great Fool Patron
What horrors and sorrows can't be undone by maniacal laughter? You have made a pact with a powerful being of jolly revelry, but one whose humor is lost on mortal understanding. You are a mocking mirror to bring low the arrogant and mighty, through the Great Fool's ultimate designs are often inscrutable.
Level 3: Great Fool Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Great Fool Spells table, you thereafter always have the listed spells prepared.
Warlock Level | Spells |
---|---|
3 | Disguise Self. Hideous Laughter, Rope Trick, Spiritual Weapon, Vicious Mockery |
5 | Blink, Stinking Cloud |
7 | Phantasmal Killer, Resilient Sphere |
9 | Arcane Hand, Mislead |
Level 3: Killing Joke
You see the humor in everything - especially in the end of things. When a creature you can see within 60 feet of you takes damage or fails a saving throw, you can take a Reaction to cast Vicious Mockery on that creature. You can use this Reaction a number of times equal to your Charisma modifier (minimum of once). You regain one expended use when you finish a Short Rest, and all expended uses when you finish a Long Rest.
Level 6: Jester's Japes
By calling down an aspect of the Great Fool, you can curse your foes. As a Magic action, you target a creature you can see within 60 feet of you and force it to succeed on a Charisma saving throw against your spell save DC or suffer one of the following curses (your choice).
- Flower Spurt. You spray a strange liquid at the creature's eyes, giving it the Blinded condition.
- Clown Shoes. The creature's feet or similar appendages grow to awkwardly exaggerated proportions. The creature is reduced to half Speed and has Disadvantage on ability checks and saving throws that rely on Dexterity.
- Honk Honk. The creature emits sounds such as honks, chimes or squeaks audible out to 100 feet with every movement, no matter how slight. The creature can't benefit from the Invisible condition.
- Jolly Arms. Any weapon or Unarmed Strike the creature attacks with, including natural weapons such as fangs and claws, take on a comical appearance as if they were made of wood, stuffed with cloth, or balloons. The target deals half damage with weapon attacks and Unarmed Strikes.
The curse lasts for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the curse on a success.
Once you use this feature, you can't do so again until you finish a Short or Long Rest.
Level 10: Mocking Banter
When a creature damages you, you can take a Reaction to force the creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature takes Psychic damage equal to the triggering damage you took, or half as much damage on a successful one.
You can use this feature a number of times to your Charisma modifier (minimum of once) and regain all expended uses when you finish a Long Rest.
Level 14: Send in the Clowns
You can call upon the laughing, jeering spirits of followers of the Great Fool to strike down your foes. As a Magic action, you can summon three ghostly fools. The fools are translucent and intangible, and resemble clowns, jesters, or similar entertainers. Make up to three melee spell attacks against creatures within 60 feet of you. On a hit, a target takes 2d10 Psychic damage and has the Frightened condition until the end of its next turn. You can use your action on subsequent turns to retreat the attacks.
The fools remain for 1 minute, or until you have the Incapacitated condition, or you die. Once you use this feature, you can't do so again until you finish a Long Rest.