The term Red Cap comes from the name of of an ancient race of dark fae tricksters, who would murder and steal using tricks and illusions fueled by blood magic. They were depicted as malevolent looking deformed elves or gnomes (and were distant kin of them) that had great agility and skill with disappearing and reappearing in the blink of an eye. They were vile creatures filled with hate and anger, Red Caps owed their abilities to the ancient blood magic that the dark fey used and the blood-stained caps they wore. They had the ability to slip the veil between worlds to stalk those that wandered near their forests, often dolling out violent brutality upon those that trespassed. In present day, the term Red Caps refer to a unique few have learned how to harness fragments of this dark fey magic and utilize the illusions and the gift of brief moments of teleportation and other such tricks to aid in the dispatching of their enemies.

Pact Magic

When you choose this archetype at 3rd level, you can augment your combat techniques with the ability to cast Warlock spells. you learn ancient dark fey tricks that were utilized by the Redcaps, entering into a small pact with them, in exchange for the ability to cast spells, however unlike the Warlock, you do not receive Warlock Patron features, merely the ability to cast spells.



Cantrips: You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.



Spell Slots: The Redcap Spellcasting Table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell Thunderwave, you must spend one of those slots and you cast it as a 2nd-level spell.

Spells Known of 1st Level and Higher: At 3rd level, you know two 1st-level spells of your choice from the Warlock spell list. One of which you choose must be an Illusion or Necromancy spell on the Warlock Spell List. The Spells Known Column of the Redcap table shows when you learn more Warlock spells of your choice of 1st level and higher. Each of these spells must be an necromancy or illusion spell of your choice, and must be of a level for which you have spell slots. Each of these spells must be an necromancy or illusion spell of your choice, and must be of a level for which you have spell slots. The spells you learn at 8th,14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the Warlock spells you know with another spell of your choice from the Warlock spell list. The new spell must be of a level for which you have spell slots, and it must be an necromancy or illusion spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 11th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this Class and Order, you can choose one for the warlock spells you know and replace it with another spell from the Warlock spell list, which also must be of a level for which you have spell slots.



Spellcasting Ability: Charisma is your Spellcasting ability for your Warlock spells.

Spell Save DC = 8 + Your Proficiency Bonus + Your Charisma Modifier.

Spell Attack Modifier = Your Proficiency Bonus + Your Charisma Modifier.