Homebrew:The Great Fool: Difference between revisions

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[[file:creeping vine.jpg|right|thumb|500px]]
[[file:great fool.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of {{PAGENAME}} subclass from [[Tasha's Crucible of Everything Else]] volume 1}}
{{ooc note|This is an implementation of {{PAGENAME}} subclass from [[The Crooked Moon]]}}
__NOTOC__
__NOTOC__
{{base class|warlock|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
{{base class|warlock|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
Your patron is a magical plant, a powerful primal spirit, or some other grand entity of nature and growth, such as a powerful treant, an ancient green dragon, a totoro, or an archdryad. This being might seek to expand itself and its influence through seed or spore, or it might want to simply perpetuate, accelerate, or otherwise enable the natural cycles of life. In the Forgotten Realms, such beings include the Great Oak of Kuldahar and Zuggtmoy, the Demon Queen of Fungi. In the world of Ebberon, the daelkyr Avassh might be your patron, and in the world of Ravnica, the Selesnya Conclave might be the source of your powers.
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.
 
{| class="wikitable"
|+ Foolish Personas
! 1d6 !! Persona
|-
| 1 || ''The Harlequin.'' An elegant outfit of diamond motley with a painted mask—performs dances, gives eloquent 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
|-
|}


== Expanded Spell List ==
== Expanded Spell List ==
''1st-level {{PAGENAME}} feature''
''1st-level {{PAGENAME}} feature''


The Creeping Vine 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.
You learn the ''[[spell:vicious-mockery|vicious mockery]]'' cantrip, and {{PAGENAME}} 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.


{| class="wikitable"
{| class="wikitable"
|+ Creeping Vine Expanded Spells
|+ Great Fool Expanded Spells
!Spell Level !! Spells
!Spell Level !! Spells
|-
|-
|1st || ''[[spell:entangle|entangle]]'', ''[[spell:ensnaring-strike|ensnaring strike]]''
|1st || ''[[spell:disguise-self|disguise self]]'', ''[[spell:hideous-laughter|hideous laughter]]''
|-
|-
|2nd || ''[[spell:pass-without-trace|pass without trace]]'', ''[[spell:spike-growth|spike growth]]''
|2nd || ''[[spell:rope-trick|rope trick]]'', ''[[spell:spiritual-weapon|spiritual weapon]]''
|-
|-
|3rd || ''[[spell:plant-growth|plant growth]]'', ''[[spell:stinking-cloud|stinking cloud]]''
|3rd || ''[[spell:blink|blink]]'', ''[[spell:stinking-cloud|stinking cloud]]''
|-
|-
|4th || ''[[spell:evards-black-tentacles|Evard's black tentacles]]'', ''[[spell:grasping-vine|grasping vine]]''
|4th || ''[[spell:phantasmal-killer|phantasmal killer]]'', ''[[homebrew:puppet master|puppet master]]''
|-
|-
|5th || ''[[spell:tree-stride|tree stride]]'', ''[[spell:wrath-of-nature|wrath of nature]]''
|5th || ''[[spell:arcane-hand|arcane hand]]'', ''[[spell:mislead|mislead]]''
|}
|}


== Biome ==
== Killing Joke ==
''1st-level {{PAGENAME}} feature''
''1st-level {{PAGENAME}} feature''


You gain one of the following features, based on a biome of your choice.
You see the humor in everything—especially in the end of things. When a creature you can see within 60 feet of you takes damage or fails a saving throw, you can use your reaction to cast ''[[spell:vicious-mockery|vicious mockery]]'' on that creature. You can use this reaction a number of times equal to your Charisma modifier (minimum of once). You regain one expended use when you finish a short rest, and you regain all expended uses when you finish a long rest.


;Arid
== Jester's Japes ==
:You retain scarce resources like a cactus retains water. When you expend a Pact Magic spell slot on a spell that targets only one creature, and that spell has no effect on the target, you regain the spell slot.
''6th-level {{PAGENAME}} feature''
;Boreal
:Like a pine tree in the taiga, you can enter a state of hibernation. As an action, you can turn yourself and your equipment to solid wood. You are petrified in a special way. You have all the traits of the petrified condition, except you remain conscious of your surroundings, you can perceive through your senses as normal, and your weight remains the same. You float in water, you are inflammable, and you do not need to eat, breathe, drink, or sleep. You can’t benefit from short or long rests while in this form. You can exit this state at any time (no action required), but no sooner than 1 hour after entering it. Once you have used this feature, you can’t use it again until you finish a long rest.
;Jungle
:You can entangle and ensnare your foes in creepers and vines. You learn the ''[[spell:thron-whip|thorn whip]]'' cantrip. It counts as a warlock spell for you but doesn’t count against the number of cantrips you can know. When you cast it, you can make one melee weapon attack as a bonus action. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a short or long rest.


== Defensive Growth ==
By calling down an aspect of the Great Fool, you can curse your foes. As an action, you target a creature you can see within 60 feet of you and force it to succeed on a Charisma saving throw against your spell save DC or suffer one of the following curses (your choice).
''6th-level {{PAGENAME}} feature''


As a reaction when a Huge or smaller creature makes a melee attack against you, you can summon spectral vines to entangle it immediately before it strikes you. The creature must succeed on a Strength saving throw or become restrained until the end of your next turn. Once you use this feature, you can’t do so again until you finish a short or long 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's speed is halved, and it has disadvantage on ability checks and saving throws that rely on Dexterity.
;''Honk Honk.''
:The creature emits sounds, such as honks, chimes, or squeaks, that are audible out to 100 feet with every movement, no matter how slight. The creature can't hide and can't benefit from the invisible condition.
;''Jolly Arms.''
:Any weapon or unarmed strike the creature attacks with, including natural weapons such as fangs and claws, takes on a comical appearance as if it were made of wood, stuffed cloth, or balloons. The target deals half damage with weapon attacks and unarmed strikes.


== Flora Speaker ==
The curse lasts for 1 minute. The creature repeats the saving throw at the end of each of its turns, ending the curse on a success.
''10th-level {{PAGENAME}} feature''


You can imbue limited sentience and animation to plants within 5 feet of you, giving them the ability to communicate with you. You can question plants about events in the area within the past day, gaining information about creatures that have passed, weather, and other circumstances.
Once you use this feature, you can't do so again until you finish a short or long rest.


== Natural Defense ==
== Mocking Banter ==
''10th-level {{PAGENAME}} feature''
''10th-level {{PAGENAME}} feature''


You can adapt your form to become plant-like, making you resilient against certain types of damage. Whenever you finish a long rest, choose one of the following plant types to emulate.
Your witty and insulting japes become biting to the point of needling your foes' very psyche. When a creature damages you, you can use your reaction to force the creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature takes psychic damage equal to the triggering damage you took, or half as much damage on a successful one.


;Algae
Once you use this reaction, you can't use it again until you finish a short or long rest.
:You gain resistance to slashing damage.
;Leaf
:You gain resistance to bludgeoning damage.
;Wood
:You gain resistance to piercing damage.


== Force of Nature ==
== Send in the Clowns ==
''14th-level {{PAGENAME}} feature''
''14th-level {{PAGENAME}} feature''


As an action, you can cast the ''[[spell:awaken|awaken]]'' or ''[[spell:wall-of-thorns|wall of thorns]]'' spell once without expending a spell slot and without material components. When you cast awaken in this way, the awakened plant returns to mundanity after 8 hours.
You can call upon the laughing, jeering spirits of the followers of the Great Fool to strike down your foes. As a an action, you magically summon three ghostly fools. The fools are translucent and intangible, and they resemble clowns, jesters, or similar entertainers. Make up to three melee spell attacks against creatures within 60 feet 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). You can use your action on subsequent turns to repeat the attacks.


Once you use this feature, you can’t do so again until you finish a long rest.
The fools remain for 1 minute or until you are incapacitated or die. Once you use this feature, you can't do so again until you finish a long rest.


[[category:homebrew warlock subclasses|Creeping Vine]]
[[category:homebrew warlock subclasses|Great Fool]]

Revision as of 19:53, 26 July 2025

(OOC: This is an implementation of The Great Fool subclass from The Crooked Moon)

Base Class: Warlock

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.

Foolish Personas
1d6 Persona
1 The Harlequin. An elegant outfit of diamond motley with a painted mask—performs dances, gives eloquent 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

Expanded Spell List

1st-level The Great Fool feature

You learn the vicious mockery cantrip, and The Great Fool 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.

Great Fool Expanded Spells
Spell Level Spells
1st disguise self, hideous laughter
2nd rope trick, spiritual weapon
3rd blink, stinking cloud
4th phantasmal killer, puppet master
5th arcane hand, mislead

Killing Joke

1st-level The Great Fool feature

You see the humor in everything—especially in the end of things. When a creature you can see within 60 feet of you takes damage or fails a saving throw, you can use your reaction to cast vicious mockery on that creature. You can use this reaction a number of times equal to your Charisma modifier (minimum of once). You regain one expended use when you finish a short rest, and you regain all expended uses when you finish a long rest.

Jester's Japes

6th-level The Great Fool feature

By calling down an aspect of the Great Fool, you can curse your foes. As an action, you target a creature you can see within 60 feet of you and force it to succeed on a Charisma saving throw against your spell save DC or suffer one of the following curses (your choice).

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's speed is halved, and it has disadvantage on ability checks and saving throws that rely on Dexterity.
Honk Honk.
The creature emits sounds, such as honks, chimes, or squeaks, that are audible out to 100 feet with every movement, no matter how slight. The creature can't hide and can't benefit from the invisible condition.
Jolly Arms.
Any weapon or unarmed strike the creature attacks with, including natural weapons such as fangs and claws, takes on a comical appearance as if it were made of wood, stuffed cloth, or balloons. The target deals half damage with weapon attacks and unarmed strikes.

The curse lasts for 1 minute. The creature repeats the saving throw at the end of each of its turns, ending the curse on a success.

Once you use this feature, you can't do so again until you finish a short or long rest.

Mocking Banter

10th-level The Great Fool feature

Your witty and insulting japes become biting to the point of needling your foes' very psyche. When a creature damages you, you can use your reaction to force the creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature takes psychic damage equal to the triggering damage you took, or half as much damage on a successful one.

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

Send in the Clowns

14th-level The Great Fool feature

You can call upon the laughing, jeering spirits of the followers of the Great Fool to strike down your foes. As a an action, you magically summon three ghostly fools. The fools are translucent and intangible, and they resemble clowns, jesters, or similar entertainers. Make up to three melee spell attacks against creatures within 60 feet 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). You can use your action on subsequent turns to repeat the attacks.

The fools remain for 1 minute or until you are incapacitated or die. Once you use this feature, you can't do so again until you finish a long rest.