Robingoodfellowes

Your patron is a capricious and powerful fey being, driving you toward mischief and trickery and twisting you toward constant entertainment.

 
d6 Quirks
1 You feel incensed when someone is impolite.
2 You’re prone to flights of fancy.
3 You cannot go a day without pulling a prank.
4 You’ll always lie if it’s convenient.
5 You always taste honey on the tip of your tongue.
6 You’re slightly afraid of children.

Expanded Spell List

The following spells are added to the warlock spell list for you.

Table: Expanded Spells
Spell Level Spells
1st disguise self, hideous laughter
2nd alter self, rope trick
3rd nondetection, slow
4th confusion, greater invisibility
5th geas, mislead

Bonus Cantrip

At 1st level, you learn the vicious mockery cantrip.

It counts as a warlock cantrip for you, but it doesn’t count against your number of cantrips known.

Twisted Fortune

Additionally, at 1st level, your patron bestows upon you the ability to twist fate to your opponent’s disadvantage.

As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws have disadvantage on attack rolls, ability checks, and saving throws until the end of your next turn.

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

Shifting Shapes

Starting at 6th level, your patron’s blessing allows you a greater ability to mask who you truly are.

When you cast disguise self, creatures attempting to see through your illusion have disadvantage on Intelligence (Investigation) checks made to discern your disguise. When you cast alter self, you may choose two of the available options listed and gain the benefits of both at the same time.

Chance Pool

Starting at 10th level, you gain a pool of chance points equal to your Charisma modifier. You may spend a chance point as a result of you or an ally taking damage. When you do, roll a d6. On a result of a 1 or 2, nothing happens, on a 3 or 4, the damage is halved, on a 5, the damage is reduced to 0, and on a 6, the damage is redirected to its source.

You may spend more than one chance point at one time in order to affect multiple allies at once, but you must roll individually for each chance point spent.

You regain your chance points after you finish a long rest.

The Ride

Starting at 14th level, you gain the ability to pass on the gifts of chaos and lunacy to creatures around you. As an action, you can choose a number of creatures equal to your Charisma modifier that you can see within 60 feet of you. The chosen creatures must make a Wisdom saving throw against your warlock spell save DC. Creatures that fail their saving throws gain a short-term madness.

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

New Eldritch Invocations

The following are new eldritch invocations that can be added to the available list of warlock options.

Rapturous Gamble

Prerequisite(s): Chance pool warlock feature

Your Chance pool feature changes in the following ways. The die that you roll as a result of you or an ally taking damage changes from a d6 to a d8.

On a result of a 1 or 2, nothing happens, on a 3 or 4, the damage is halved, on a 5, the damage is reduced to 0, on a 6, the damage is redirected to its source, on a 7, the damage is doubled, and on an 8, the damage becomes 0, and the target instead recovers a number of hit points equal to the damage they would have taken.

Voice of Friend and Foe

Prerequisite(s): A warlock feature or spell that curses

As a bonus action, you can speak through a target cursed by a relevant warlock feature of yours. When you do so, you may say up to 10 words, which are translated into the language and voice of your target.

The target may roll a Wisdom saving throw against your warlock spell save DC to obviously struggle against speaking, though they will still relay your message. To use this invocation, you must be able to see the cursed target.

Charlatan’s Promise

Prerequisite(s): 5th level

You cannot be compelled to tell the truth by any means. If a creature is using magic to determine if you are telling the truth, it will always seem as though you are.

Come out, Come Out wherever you are!

Prerequisite(s): 7th level

You call forth everyone hidden to reveal themselves.

Creatures within 60 feet that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can’t be charmed. Creatures that fail their saving throw are compelled to reveal themselves, either dispelling any magic affecting them or removing themselves from their hiding places.

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