The Legendary Trickster

The Legendary Tricksters are mischievous beings of pure wit and cunning, and relish the opportunity to pull their pranks on others. These pranks can range from harmless and bothersome to cataclysmic and world-ending. Among their ranks include the Greek god Hermes, Anansi the Spider, the Wily Coyote, Tse'sketco the Raven, Sun Wukong the Monkey King, and the Nine Trickster Gods of Chult. Tricksters make pacts with mortals for a variety of reasons; they might have a scheme in mind, and require an agent; they may be rewarding a fellow trickster for a good performance; or perhaps they are merely bored and wish to see what their pact-bearer will do with their newfound powers. Regardless, the Trickster is a mercurial being, and it is more likely to be a victim of his pranks than a beneficiary of his favor.

Expanded Spell List

The Trickster Spirit lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you:

Legendary Trickster Spell List

Spell Level Spells 1st Tasha's Hideous Laughter, Silent Image 2nd Web, Blur 3rd Blink, Catnap 4th Freedom of Movement, Greater Invisibility 5th Mislead, Modify Memory

Trick of the Light

At 1st level, the Legendary Trickster teaches you how to manipulate your surroundings in order to befuddle your opponents. You learn the cantrip minor illusion, and it does not count against your number of cantrips known.

Additionally, you can affect the ability of your foes to discern reality from illusion. Once per long rest, you can select a number of foes equivalent to half your Warlock level (round down, minimum 1) to roll disadvantage when making an Investigation check against your Illusion spells. The foes must be within 20 ft of your Illusion for this to take effect.

Ventriloquy

Beginning at 6th level, the Legendary Trickster has taught you to put your words into the mouths of others. A creature you target must make a Charisma saving throw against your Spell Save DC; if they fail, you can force them to speak your words through their own voice for up to 5 minutes, or until you lose concentration. You can use this ability once per long rest.

While under this effect, the target cannot cast any spells with a verbal component. Their mouths move in sync with the words you whisper into the palm of your hand; you cannot cast verbal spells through the target. The creature can still move freely of their own volition, but must keep speaking as long as your do. Observers must make an Insight check against your Spell Save DC to realize anything is awry.

Can't Fool Me

At 10th level, your experience in trickery has given you a keen eye for deception. You add your Charisma modifier to your Insight checks, and you gain an immunity to Illusion spells.

Hall of Mirrors

When the warlock reaches 14th level, you learn to use the powers of illusion to multiply yourself. Once per long rest, you can manifest 1d6 copies of yourself as an action; you use a bonus action to send these illusions up to 30 feet away from you, or a full action to make one of them "attack". These clones, while unable to cast spells themselves, can have the appearance of spellcasting; any creature they "attack" must make a Wisdom save against your Spell Save DC, or else are convinced that these attacks are real, and thus take 2d4 psychic damage. These copies all have 1 HP; upon being attacked, they harmlessly explode into a pile of confetti. If these copies do not sustain any damage, the illusion will last for one minute, or until you break concentration.

Your Pact Boon Pact of the Chain – Tricksters often favor animals known for their cleverness; monkeys, ravens, and rabbits are often used as familiars. Trickster animals tend to be much more intelligent than their real life counterparts, and can be trained to perform tricks. Imps are also known to serve Legendary Tricksters, as their propensity for mischief amuses Tricksters; however, their pranks tend to have a cruel bent to them.

Pact of the Blade – Tricksters are forever amused by weapons with secrets implemented into them. A pact weapon could be a sword with a secret compartment in the hilt to hold vials of poison, or a dagger that hides its blade in the handle. Legendary Tricksters also tend to favor finesse and clever design in a weapon over brute force and strength.