Otherworldy Patron
What horrors and sorrows can't be remedied by maniacal laughter? Warlocks that have made a pact with the Great Fool draw their enigmatic power from a powerful, otherworldly being of jolly revelry, whose twisted sense of humor is lost on mortal understanding. They are a mocking mirror to bring low the arrogant and mighty, though the Great Fool's ultimate designs are often nonsensical and incomprehensible.
Many warlocks of the Great Fool adopt a signature aesthetic and performance style that best represents their folly. The foolish personas table offers archetypes of fools with suggestions for corresponding outfits and routines.
| 1d6 | Persona | Outfit | Routines |
|---|---|---|---|
| 1 | The Harlequin | An elegant outfit of diamond motley, with a painted mask. | Performs dances, gives eloquant speeches, and plays tricks. |
| 2 | The Jester | A two-toned, checkered motley outfit with cap and bells. | Favors feats of acrobatics, tumbling, and juggling. |
| 3 | The Joker | A vibrant, colorful suit with wild hair and bowler hat. | Favors silly jokes, slapstick comedy, and clumsy self-deprecation. |
| 4 | The Mime | A striped, black-and-white shirt with a flat cap, and red suspenders. | Pantomimes comical scenarios without speaking. |
| 5 | The Sad Clown | A monochromatic, one-piece outfit with pointed hat, and puffball buttons. | Utilizes melodramatic melancholy and song. |
| 6 | The Tramp | A patch-covered coat, tattered scarf, scuffed shoes, and cigar. | Leverages sardonic wit, insults, and mocking observations. |
You learn the vicious mockery cantrip. The following spells are added to the warlock spell list for you:
| Spell level | Spells |
|---|---|
| 1st | @diguise self, hideous laughter |
| 2nd | @rope trick, @spiritual weapon |
| 3rd | @blink, @stinking cloud |
| 4th | phantasmal killer, puppet master |
| 5th | @arcane hand, @mislead |
You see the humor in everything - especially in the end of things. As a reaction whenever a creature you can see within 60ft. of you takes damage, or fails a saving throw, you may cast the vicious mockery cantrip on it. You may use this reaction a number of times equal to your CHA (minimum of 1) per long rest. You regain 1 use of this feature after a short rest.
By calling down an aspect of the Great Fool, you may curse your foes. As an action, you may target a creature you can see within 60ft. of you, and force it to succeed on a CHA saving throw, or suffer one of the following curses of your choice below.
The curse lasts for 1 minute. The cursed creature may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You may use this feature once per short rest.
Flower Spurt. You spray a strange liquid at the creature's eyes, causing it to be blinded.
Clown Shoes. The creature's feet, or similar appendages, grow to awkwardly exaggerated proportions. The creature has its speed halved, and it gains disadvantage on DEX checks and saving throws.
Honk Honk. The creature emits sounds, such as honks, chimes, or squeaks, that are audible out to 100ft. with every movement, no matter how slight. The creature cannot hide, or become invisible.
Jolly Arms. Any weapon, or unarmed strik, the creature attacks with takes on a comical appearance as if it were made of wood, stuffed cloth, or balloons. The cursed creature has the damage it deals with weapon attacks and unarmed strikes halved, rounded up.
Your witty and insulting japes become biting, to the point of needling your foes' very psyche. As a reaction whenever a creature damages you, you may force the creature to make a WIS saving throw, taking psychic damage equal to the damage the triggering attack dealt to you on a failed save, or half as much on a successful one. You may use this reaction once per short rest.
You may call upon the laughing, jeering spirits of the followers of the Great Fool to strike down your foes. As an action, you may magically summon three ghostly fools. The fools are translucent and intangible, and they resemble clowns, jesters, or similar entertainers. Make up to 3 melee spell attacks against creatures within 60ft. of you. On a hit, a target takes 2d10 psychic damage, and is frightened of the fools until the end of its next turn, or the target is knocked prone, your choice. As an action on subsequent turns, you may repeat the attacks. The fools remain for 1 minute, until you are incapacitated, or if you die. You may use this feature once per long rest.
Source: The Crooked Moon