Homebrew:The Horned King

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(OOC: This is an implementation of The Horned King 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 Horned King feature

You learn the vicious mockery cantrip, and The Horned King 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 Horned King 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 Horned King 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 Horned King 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 Horned King 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.