The Harlequin

by nerdyHellion

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The Harlequin

Otherwordly Patron

At 1st level, a Warlock gains the Otherworldly Patron feature. The following option is available to a Warlock, in addition to those offered in the Player's Handbook.

The Harlequin

The Harlequin patron is an enity of chaos, fear, and comedy.

This patron and its warlocks often involve the aesthetic styles of jesters, mimes, clowns, and other such entertainers. However, they are not as focused on these entertainers' aspects of entertaining as much as the worry that many people feel when around them.

Most of the time, warlocks with the Harlequin patron have a Good or at least Neutral alignment- and almost always are Chaotic aligned.

Harlequin features
Warlock level Feature

1st

Battle Confidence

6th

Insane Clownery

10th

Fearless, Lucky Hit

14th

Joker Cards

Warlock Spells

The Harlequin 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.

Warlock level Feature
1st chaos bolt, dissonant whispers
3rd alter self, phantasmal force
5th blink, death ward
7th confusion, phantasmal killer
9th seeming, hallow

Battle Confidence

At 1st level, you have the training necessary to effectively use most weapons. You gain proficiency with martial weapons.

Additionally, Beginning at 1st level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Insane Clownery

Starting at 6th level, your psyche is so abnormal that it is difficult to damage your mind. You gain resistance to psychic damage.

Additionally, when you hit an enemy with a melee attack, you can spend a bonus action to deal psychic damage equal to 1d4 + your Charisma modifier, as your aberrance baffles the target.

Fearless

Starting at 10th level, you gain advantage saving throws against being frightened

Lucky Hit

Starting at 10th level, you can choose one of the following effects. After taking a long rest, you may swap effects if you choose.

  • You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee Attack.
  • When you cast a damaging spell that requires the target to make a Wisdom saving throw, the spell's damage is doubled if the target rolls a 1 on the d20 (before modifiers). If the spell requires the target to make a Wisdom saving throw but does not deal damage, the possible duration of that spell is doubled. However, it does not have any effect on subsequent throws to break out of the effects of the spell.

Joker Cards

Starting at 14th level, when you hit a creature with an attack, you can use this feature to randomly draw one of 6 Joker Cards in your possession, each with a different effect on the creature. Roll a d6, and the number rolled determines which card is drawn, as shown below.

d6 Card Drawn
1 The Carnival: A 15ft x 15ft x 15ft carnival tent appears, centered on the target. Any creatures inside the tent that are hostile to you take 10d6 slashing damage at the start of their turns. This damage is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. If the target is too big to fit in the tent, the tent forms large enough to fit it inside- but no other hostile creatures inside the tent receive damage from this ability. At the end of your next turn, the tent disappears.
2 The Ringmaster: A phantom dressed as a carnival ringmaster appears, leading a wave of more phantoms. These phantoms surround yourself and the target, dealing 4d8 necrotic damage to the target and blinding it for a minute, or until it succeeds a wisdom saving throw against your Spell Save DC (made at the start of its turn). During this minute, when any creature within 10 feet of you hits you with an attack, the phantoms lash out at it, dealing the creature 2d8 necrotic damage.
3 The Riddle Box: You transport the target to a dark chamber, where they see visions of their afterlife contained in a strange box. The target creature disappears during this time- into the chamber. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not Good aligned, it takes 10d10 psychic damage as it reels from its horrific experience. If the target is good aligned, the damage from this ability is halved.
4 The Genie: A genie appears, and uses illusions to confuse the target. It casts the spell Confusion on just the target, with a Spell Save DC of 25. It maintains concentration the entire duration of the spell, and cannot be damaged or affected by any spells. After the minute duration of the spell is over, or if the target succeeds its Wisdom saving throw, the genie disappears.
5 The Twins: Two twins emerge from a puff of smoke. They juggle back and forth balls imbued with energy. As they throw the balls back and forth, the target is hit by some. Once immediately, and then again at the start of the target's next 2 turns, the target is hit by a few of the remaining balls still being juggled. The target takes a total of 2d8 necrotic damage from one twin and 2d8 radiant damage from the other twin every turn this ability is active.
6 The Wraith: The target suddenly sees visions of its own death, and takes 4d20 necrotic damage. You receive a temporary pool of hit points, equal to the amount of damage that was just dealt to the target. You can use this pool to immediately heal any allies you choose within 15 feet of the damaged target, including yourself, dividing the hit points among the chosen creatures however you like. If you do not immediately use the hit points from the pool, they disappear forever.

Once you use this feature, you can't use it again until you finish a long rest.

Harlequin

Warlock

Patron

This homebrew Warlock subclass was made by nerdyHellion on GM Binder.

It is heavily inspired by the band Insane Clown Posse, and its creators, Violent J and Shaggy 2 Dope.

If you decide to use this subclass in any of your games, feedback is greatly appreciated! You can respond to this post.

Have fun playing!

-nerdyHellion

 

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