Kobold Press
Caption
Imbue Life with a Touch of Chaos
From the halls of the fey to the antics of Loki, there are entities who embody the primal nature of chaos. Your pact draws upon one of these powers, perhaps a creature with an aspect of whimsy or a deity relishing in tricks and ploys. Your patron asks you to sow chaos and delight in mischief. If you squint, you can almost make sense of the method behind their seeming madness.
Level 3: Context Switch
Your patron grants you the ability to play a harmful trick on others while saving yourself from harm. When a creature makes a melee attack against you, you can use your Reaction and choose a creature within 5 feet of you. If the creature is unwilling, it must make a Wisdom saving throw against your spell save DC. On a failure (or if it is willing), it magically swaps places with you and becomes the target of the attack. If the attack hits the target, the target takes the damage instead of you, and if the target was an enemy, it has Disadvantage on attack rolls until the start of your next turn.
You can use this Reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 3: Trickster Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Trickster Spells table, you thereafter always have the listed spells prepared.
Trickster Spells
| Warlock Level | Spells |
|---|---|
| 3 | Detect Thoughts, Disguise Self, Enlarge/Reduce, Magic Mouth, Silent Image |
| 5 | Nondetection, Slow |
| 7 | Compulsion, Confusion |
| 9 | Animate Objects, Modify Memory |
Level 3: Nimble Trickery
You gain proficiency in Sleight of Hand if you don’t already have it. When you make a Dexterity (Sleight of Hand) check to swap an item with another item that has similar dimensions, you have Advantage on the check.
When you reach 6th level, you can swap an object with an unattended object of similar dimensions up to 30 feet away by succeeding on a Dexterity (Sleight of Hand) check. When you reach 14th level, you can replace the target object with an illusion rather than exchanging it for a real object. The illusory duplicate lasts for 1 minute. Once you use this aspect of Nimble Trickery, you can’t use it again until you finish a Long Rest or expend a Pact Magic spell slot (no action required) to restore your use of it.
Level 6: Distant Switch
When you use your Context Switch class feature, you can choose a creature within 30 feet of you (rather than within 5 feet of you). If you do not choose to do this, you can instead choose for the creature you swap with to have Disadvantage on its save. If your target (regardless of its distance from you) fails its save, you can choose to have the Invisible condition until the end of your next turn or until immediately after you make an attack roll, deal damage, or cast a spell (whichever comes first).
Level 10: Painful Unreality
Your patron teaches you how to see beyond the veil of unreality. You automatically succeed on your Intelligence (Investigation) check when you take the Study action to determine if something is illusory.
In addition, when a creature interacts with an Illusion spell you cast and fails to determine that it is illusory, you can choose to force it to make a Wisdom saving throw against your spell save DC. On a failed save, the creature interacting with the Illusion spell takes 4d10 Psychic damage and has the Stunned condition until the end of its next turn. On a successful save, it takes half as much damage only.
Level 14: Harbinger of Chaos
As a Bonus Action, you announce changes to the reality of your surroundings. Each enemy that can see and hear you must make an Intelligence saving throw against your spell save DC. An enemy that fails its save believes the changes you announced to be true. It has Disadvantage on all d20 checks until the end of its next turn, and you and your allies have Advantage on all attack rolls and d20 checks you make against it.
You can use this effect once, and you regain it when you finish a Short Rest.
