# Warlock Patron: Betelgeuse
Your patron is a being of trickery and mischief and honestly, sometimes you regret your choice. Okay, you regret it a *lot*, but here you are! Whether you made the deal in desperation, or you just triggered the occassion after reading out a conveniently placed business card, you're here. Straight out of the Nine Hells, the demon Beetlejuice is here to ensure you get what you need! As long as, you know, he gets what he needs. 

- *written by @<a href="https://twitter.com/skullself">skullself / Elliot Warren</a>*

### Expanded Spell List
Beetlejuice 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.

##### Betelgeuse Expanded Spells
| Spell Level | Spells |
|:----:|:-------------|
| 1st  | disguise self, tasha's hideous laughter |
| 2nd  | levitate, cause fear |
| 3rd | bestow curse, tiny servant |
| 4th | compulsion, giant insect |
| 5th | animate objects, mislead |

### Parlor Tricks
Starting at 1st level, you learn the thaumaturgy cantrip, which counts as a warlock cantrip for you. You also have advantage on deception checks when using thaumaturgy while attempting to mimic another creature's voice.

### More Me
At 1st level, you learn to magically manifest a mirror image of yourself in your space or a space you can see within ten feet of you as a bonus action. The image is an exact replica of you in appearance and lasts until destroyed, until you're incapicitated or until you dismiss it as a bonus action. In addition, if the duplicate moves more than 90ft from you, it vanishes. A successful investigation check against your spell save DC will allow a creature to read the duplicate as a fake, although it does stand up to physical inspection. It shares your AC and your bonus to saves. When the duplicate takes damage, make a charisma save with a DC equal to half the damage dealt to it. On a failure, the duplicate vanishes. 

Using your bonus action, you can move the duplicate up to 30ft in any direction, even hovering upwards or sinking through the floor below you so long as the surface is no more than a foot thick. In addition, when speaking or casting a spell from your expanded spell list that uses verbal components, you can do so from the duplicate's location. Once you have used this feature, you cannot use it again until you have completed a short or long rest.

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### Say My Name
Starting at the 6th level, you've learned to harness Beetlejuice's abilities for your own use and direct the actions of creatures around you. On your turn, you can take an action to speak Beetlejuice's name out loud 3 times. A creature of your choosing within 60ft that can hear you must make a Wisdom saving throw against your Warlock spell save DC or become incapacitated. As part of the same action on your turn, you can force the affected creature to use up to half its movement to travel in a direction you choose. You can then direct that creature to make a melee attack against a creature of your choosing within its range.

At the end of the creature's next turn, the effect ends. Once you have successfully possessed a creature, you cannot use this feature again until you have completed a long rest. 

### Fright of their Lives
Starting at 10th level, you are immune to the frightened condition and can channel the deepest fears of your enemies and turn them into boons. As a bonus action, choose a creature you can see within 120 ft of you. The creature must roll a Wisdom saving throw at disadvantage against your spell save DC. On a failure, the creature is frightened and you gain temporary hit points equal to 1d10 + half your warlock level. At the end of the creature's turn, it may reroll the saving throw at disadvantage, ending the effect on a success. While a creature is frightened of you as a result of using this ability, you gain a +2 bonus to AC and saving throws.

You may use this ability a number of times equal to your Charisma modifier (a minimum of once) and regain all uses after completing a long rest. 

### DAY-O
Starting at 14th level, you can use your action to force up to four creatures within 60ft of you to make a Charisma saving throw against your warlock spell save DC. On a failure, the creature begins to dance and sing uncontrollably for up to a minute. An affected creature must use all of its movement to continue to dance while remaining in its space, and attack rolls against the creature have advantage. The creature has disadvantage on dexterity saving throws and attack rolls, but affected creatures can make the save again upon taking damage. Creatures who are immune to the charmed condition cannot be effected by this feature. Once this feature has been used, it cannot be used again until you have completed a long rest.

## Eldritch Invocation
### Creepy Old Guy
Prerequesite: 5th Level<br>
You can cast <a href="https://5e.tools/spells.html#warding%20bond_phb">warding bond</a> once without expending a spell slot. You regain the ability to do so when you finish a long rest.