| +6 | Expertise Bonus | |
| +3 | Proficiency Bonus | 
| +3 | Strength | |
| +1 | Dexterity | |
| +1 | Constitution | |
| +2 | Intelligence | |
| +7 | Wisdom | |
| +8 | Charisma | 
| +1 | Acrobatics | DEX | |
| +4 | Animal Handling | WIS | |
| +2 | Arcana | INT | |
| +3 | Athletics | STR | |
| +8 | Deception | CHA | |
| +2 | History | INT | |
| +4 | Insight | WIS | |
| +8 | Intimidation | CHA | |
| +2 | Investigation | INT | 
| +4 | Medicine | WIS | |
| +2 | Nature | INT | |
| +4 | Perception | WIS | |
| +5 | Performance | CHA | |
| +5 | Persuasion | CHA | |
| +2 | Religion | INT | |
| +1 | Sleight of Hand | DEX | |
| +1 | Stealth | DEX | |
| +4 | Survival | WIS | 
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| spear | +6 | STR | 1d6+3 | piercing | |
| Thrown, versatile (1d8) | |||||
| H cross bow | +6 | STR | 1d10+3 | piercing | |
| Ammunition (range 100/400), heavy, loading, two-handed | |||||
| breath | +4 | DEX | Lightning | ||
| 5 by 30 ft. line (DEX save). Breath Weapon. You can use your action to exhale destructive energy. It deals damage in an area according to your ancestry. When you use your breath weapon, all creatures in the area must make a saving throw, the type of which is determined by your ancestry. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increase to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. After using your breath weapon, you cannot use it again until you complete a short or long rest. | |||||
armor: 
weapon: pact 
pack: scholars 
focus: arcane (mask)
VISAGE OF THE OLD WAYS: cant be targeted by scrying or divination spells. ability checks to discern your identity is a minimum 25 dc. dark vision up to 60ft you can see through smoke areas normally.
Unbreakable arrow: This arrow can't be broken, except when it is within an Antimagic Field.
ring of mind reading: While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.
Armor: Light armor 
Weapons: Simple weapons 
Tools: None 
languages: common, draconic, elvish
resistance: lightning
LEVEL 3: KILLING JOKE 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 take a 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. 
LEVEL 6: JESTER’S JAPES By calling down an aspect of the Great Fool, you can curse your foes. As a Magic 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, giving it the Blinded condition. 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 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. 
FOOLISH PERSONAS: 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. 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
Pact Boon: Pact of the Blade You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. 
pact weapon: You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks. 
 Improved Pact Weapon: Pact of the Blade feature You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells. In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow. 
Thirsting Blade Source: Pact of the Blade feature You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn. 
Mask of Many Faces Source: Player's Handbook You can cast disguise self at will, without expending a spell slot.
one with shadows: When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
feat dragon wings: You sprout draconic wings. With your wings, you have a flying speed of 20 feet if you aren’t wearing heavy armor and aren't exceeding your carrying capacity.
feat dragon hide: You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.