THE TRICKSTER another cantrip from the warlock spell
list). You also gain proficiency with
Charisma (Deception), and if you Your deal is with a chaotic, already have it, you double the unpredictable entity whose name is proficiency bonus. shrouded in mystery. The only thing you know about it is that it seeks to create chaos for its own sake. Not SHIFTING BALANCE necessarily destruction; but subversion of existing order. Neither are these At sixth level, your connection to the ultimate goals necessarily good. Trickster manifests in the ability to Regardless, your deal allows you control some of the chaos around you. several abilities to further that goal. When you awaken from a long rest, you Tricksters may include the servants of can roll a d8. Record the number. gods such as Mask, Tymora, Loki, and Before the effect of one of your rolls is Leira, demons of a slightly less cruel announced (ability check, attack roll or bent, and several demigods whose saving throw) you may add to that portfolios include uncertainty. Fey number to the roll. If an enemy is spirits with some power have also been within 5 feet of you, you can use the known to fill the contract with a number to alter the roll for that enemy. warlock. No matter who (or what), the You must reroll the die at the end of entity has chosen to gift you with your next long rest, whether you used powers to expedite the spread of chaos. Shifting Balance or not. You can use Be wary: some tricksters are as chaotic this feature once per the long rest. as the dogma they seek to spread. Favor may turn to scorn. CONTROLLED CHAOS EXPANDED SPELL LIST Starting at 10th Level, your experience in chaos gives you limited control over The Trickster lets you choose from an outcomes. Within a 30 foot radius expanded list of spells when you learn a centered on you, allies (up to a number warlock spell. The following spells are equal to or less than your Charaisma added to the warlock spell list for you. modifier) either gain the effects of a Bless spell (1 minute, but no concentration needed) or enemies (up to TRICKSTER EXPANDED SPELLS a number equal to or less than your Charisma modifier) the effects of a Bane 1st: Charm Person; Silent Image spell. Saving throws are allowed to 3rd: Detect Thoughts; Darkness counter the Bane spell at your spell 5th: Blink; Clairvoyance save DC. The use of this ability is 7th: Confusion, Polymorph silent, and can be used as many times 9th: Seeming, Mislead as your Charisma modifier (1 minimum) between long rests. NOW I'M A DECEIVER WILD TERRAIN At first level, you gain a mystical ability to deceive and lie. You receive the minor Starting at 14th level, you can infuse illusion cantrip (if you already have this chaos into the very earth around you. cantrip for another reason, choose Choose either ice, vines, sand or swamp. In a twenty foot square area, your choice warps the landscape, and DUNGEONS & DRAGONS, D&D, any creature passing through it faces Wizards of the Coast, Forgotten the following effects. At any point, the Realms, Ravenloft, Eberron, the warlock may pull back on the damage- dragon ampersand, Ravnica and all causing features of this ability: other Wizards of the Coast product names, and their respective logos are • Ice: The creature must make a Dexterity saving throw or take trademarks of Wizards of the Coast 2d6 cold damage and fall prone. in the USA and other countries. If they succeed, they take half damage and must move at half This work contains material that is speed over the ice. copyright Wizards of the Coast • Vines: The creature must make a and/or other authors. Such material Strength saving throw against is used with permission under the your spell DC or be entangled by Community Content Agreement for vines and take 1d6 piercing Dungeon Masters Guild. damage. It takes an action to free themselves if they fail the save. If All other original material in this they succeed, they must move at half speed over the difficult work is copyright 2019 by Matthew terrain Chase and Nicki Smith and • Sand: The creature can only published under the Community move at half speed through the Content Agreement for Dungeon sand and must make a Strength Masters Guild saving throw against your spell DC or begin sinking in the sand and take 1d6 fire damage • Swamp: The ground turns into swampland, complete with jagged roots and rocks beneath the surface of murky water. The creature's movement is halved and it must make a Constitution saving throw or suffer 1d6 slashing damage from the roots and 1d6 poison damage from the gases. A successful saving throw halves the damage.
Whatever form is chosen, the effect
lasts for three rounds. The ability can be used once between long rests.