Jester, 2nd Variant (5e Class)
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For as long as time can remember, every king has had one, or several, Court Fools to aid him in entertainment. Not only were they used as pieces of performance, but also as a hidden ally to the King. At birth, they're trained in items such as instruments and knives, actions such as dancing and striking, and perseverance like no other. Despite their harsh treatment, name calling, sullying, and straight abuse, they are very proficient and very lethal assassins. Jesters (Court Fools), tend to purposefully do silly and rather dumb things to try and attract the idea of them being a defenseless, useless, and harmless patron. They are trained to speak in lies and charm the crowd with their speech pattern. A proper Jester can talk his way out of many things, and into many things. They have the ability to lie on the fly and do anything it takes to hide the truth without falter in their words.
Creating a Jester
|Image taken from Ninjatic's Deviantart|
Ever wanted to play the 'Fool'? Need an assassin class that's a little more eccentric? Need to use your mad charm to 'peacefully' make your way through? Do you want to boost your teams morale? You should focus on Dexterity, Charisma, and Wisdom.
- Quick Build
You can make a Jester quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the Entertainer background. Third, choose daggers, short bows, no armor, poison(s), and the like.
As a Jester you gain the following class features.
- Hit Points
Armor: Light Armor
Weapons: Daggers, Rapier, Shortsword
Tools: Thieve's tools
Saving Throws: Dexterity and Charisma
Skills: Choose 2: Acrobatics, Deception, History, Insight, Intimidation, Performance, Perception, Persuasion, Sleight of Hand, Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Shortsword or (b) Rapier
- (a) an an Entertainer's Pack or (b) an Explorer’s pack
- Leather armor, two daggers, and thieve's tools
- Jester's Outfit (design of your choosing; must include mask)
|1st||+2||Sharp Tongue, Cantrips||2||—||—||—||—||—|
|2nd||+2||Spellcasting, Ability Score Improvement||2||2||2||—||—||—|
|3rd||+2||Weightless, Feather Footed,||2||3||2||—||—||—|
|4th||+2||Ability Score Improvement, Predator's Glare||2||4||3||—||—||—|
|5th||+3||Dance for me, Extra Attack||3||4||3||—||—||—|
|6th||+3||The Fool's Card||3||4||3||—||—||—|
|8th||+3||Ability Score Improvement||3||6||4||2||—||—|
|12th||+4||Ability Score Improvement||4||8||4||3||—||—|
|14th||+5||Creeping Shadow, Toy Mask||4||10||4||3||2||—|
|16th||+5||Ability Score Improvement||5||11||4||3||3||—|
|17th||+6||Demon's Favor, God's Betrayal||5||11||4||3||3||—|
|19th||+6||Ability Score Improvement||5||12||4||3||3||1|
|20th||+6||Unveil The Once Hidden||5||13||4||3||3||1|
Ability Score Increase
When you reach 2nd level, and again at 4th, 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Beginning at level 1, you've trained your manner of speech since you were a child. You can only choose one and you cannot change it afterwards.
- Voluntary Liar
Since a child, you were taught to lie. You were taught to keep a straight face and a sincere voice, even in the face of a lie. You gain proficiency to Deception checks.
- Charm of the Tongue
Since birth, you've been born with an unexplained talent to persuade people to do your bidding, or to make them vote in favor of you. You gain proficiency to Persuasion checks.
- Masked Predator
As a child, you were gifted a mask that you would wear for all your life. No one has seen under it, and you're not even sure of what you look like. Since this is such a largely known fact for Court Fools, many fear the unknown. You gain proficiency to Intimidation speech checks.
At 1st level, you know two cantrips of your choice from the bard spell list. You learn additional Jester cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jester table. You learn additional bard Cantrips of your choice at higher levels, learning a 3rd cantrip at 5th level, 4th at 11th level, and a 5th at 15th level.
By 2nd level, you have learned to draw on your mask's power and perform to cast spells.
- Spell Slots
The Jester table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.
- Spells Known of 1st Level and Higher
You know two 1st-level Spells of your choice from the bard spell list.
You learn an additional bard spell of your choice at 3rd, 4th, 7th, 8th, 10th, 11th, 13th, 14th, 16th, 19th, and 20th level. Each of these Spells must be of a level for which you have Spell Slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the bard Spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots.
- Spellcasting Ability
Charisma is your spellcasting ability for your Jester spells, since their power derives from the charm of your performances. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Jester spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma
Spell attack modifier = your proficiency bonus + your Charisma
- Spellcasting Focus
The Jester may only use his Lute as a tool for spellcasting for Jester spells.
At the beginning of level 3, the Jester can use their DEX modifier instead of their STR for athletic checks.
At the beginning of level 3, the Jester learns how to excel at landing and footwork. The Jester is unable to activate any traps involving feet such as pressure plates.
At the beginning of level 4, the Jester can target a single enemy. The Jester focuses the their gaze upon a single enemy as an action. When this feature is used the jester gains advantage on all attack rolls against the specified enemy and disadvantage against all other enemies. This feature ends when the enemy dies or the jester uses his action to change his focus. The jester can move Predator’s Glare as a bonus action without using another charge if the enemy dies. This ability may be used a number of times equal to their Charisma modifier per long rest.
Dance for me, Fool!
At the beginning of level 5, the Jester jeers his enemy. As an action the Jester can make rude and remarkably insulting comments aloud to a specific target that can hear him and share a common language. The target must roll a Charisma saving throw against the Jester's spell save DC If they fail the roll, they become enraged and will only attack the jester for 1 minute. At the end of each of its turns, and each time it takes damage from someone other then the Jester, the target may make another Charisma save. This feature can be used twice at 5th level, three times at 10th level, and four times at 15th level per short rest.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The Fool's Card
At the beginning of level 6, the Jester is now able to use illusion magic.
As a Reaction the Jester can conjure "The Fool's" card at any given moment. With this card, they are able to dodge, or parry any singular attack.
The jester gains advantage on saving throws associated with a single magical attack, in addition if the jester makes a saving throw that would allow them to take half damage they take none and teleport them to the outer edge of the spell effect.
The jester can Parry a single melee attack. This ability allows the jester to roll 1D20+ Dexterity modifier if the outcome is at least half of the the attack roll of the enemy the jester parrys the attack negating it. In addition, the jester also teleport behind the attacker.
The Jester may create 1 "Fool's" card every short or long rest for the cost of 5 times your Jester level in gold.
At the beginning of level 6, the Jester must choose a path; Dark or Light. This will affect his/her later skills as well as this one. Upon selection, you gain the ability to use the deck a number of times per long rest equal to your charisma modifier. This does not include "The Fool". Once they choose either the Light or Dark deck, they can only summon from that deck selection. As an action, when the ability is used, the jester draws a random tarot card from his/her deck that has a random beneficial effect. Roll 1d10 and apply the number to the deck chart you selected.
- The Magician
- The Jester's weapon becomes +2 for 1 minute upon drawing this card.
- The High Priestess
- You can cast one of the following without using a spell slot- Detect Magic, Find Traps, Detect Thoughts, or Locate Object.
- The Empress
- The Jester gains proficiency in all charisma based abilities for 1 hour. Double your proficiency if you are already proficient.
- The Emperor
- The Jester casts Suggestion on up to two targets without using a spell slot. Use the Jester's spell save DC.
- The Hierophant
- The Jester Summons chains made of light that restrain a target. It requires an action with a strength check with a DC equal to the spell save of the Jester to break free.
- The Lovers
- The Jester chooses a target to make a wisdom save equal to the Jester's spell save DC. On a success, target is unaffected. On a fail the target is charmed by the Jester. The charmed target appears to be madly in love with the mask, not the Jester. This lasts for 18 seconds or 3 rounds.
- The Sun
- The jester heals 1 target within 30 ft equal to 3 times the Jesters level.
- The Jester becomes immune to fears and charms for the next 10 minutes.
- The Hermit
- The Jester gains the ability to telepathically relay information to all he considers allies for 1 hour.
- When the Jester takes mortal damage from an attack in the next 24 hours, negate all damage and reflect it on the enemy that dealt it.
- The World
- Upon drawing this card, you can unlock 1 door that is within your vision. Alternatively, you can hold on to the card for as long as you like but you must no longer draw cards and cannot regain uses of the deck until you use the card.
- The Star
- For the next 5 minutes you can see through magical and non-magical darkness. Additionally, you have a 120ft of dark vision and are immune to blindness for 5 minutes.
- The Moon
- For the next hour, you add +5 to all perception and investigation checks. Additionally, you cannot be surprised.
- The Hanged Man
- Upon Drawing, you can cast Hold Person on up to two targets without using a spell slot. Use the Jester's spell save DC.
- The Jester marks a single enemy for death, dealing 1d12 necrotic damage to the enemy. The jester's next attack against that creature will deal an extra 1d4 necrotic damage. This effect will persist for as long as the Jester has predator's glare on the target.
- Upon drawing this card, choose an ally. Whenever the Jester takes damage for the next minute, half it. The ally you chose takes the other half.
- The Tower
- Upon the drawing of this card, the jester ends its turn. You then take another turn. During this turn your mask fills the air with the faint sound of cackling and anyone who enters within 10 ft of the Jester must make a wisdom save against its spell DC or be frightened of the mask for 1 minute. The effect ends once you end your turn. Targets who are feared repeat the Wisdom save at the end of their turns.
- The Chariot
- Drawing this card increases your movement by 10 ft for 5 minutes. He then chooses an enemy, ally, or him/herself. The target chosen can be teleported 30 feet in any direction of the jester's choosing except into solid objects. Range of 60 ft.
- The Devil
- The Jester assumes a shadow form. It appears as a crawling beast that moves and shifts in between realms. For 1 minute, the jester has +10 to stealth checks.
- You choose 1 creature within 60 ft of you to cast the Banishment spell on without using a spell slot. Use the jester's spell save DC. You must still follow concentration rules.
Beginning at level 10, as a reaction, the Jester can swap locations with an ally. If any ally within 50 ft. of the Jester and if they are being attacked, the Jester is able to swap places with said ally, they may then roll 1d20 adding their Dexterity modifier if the roll equals one half or more of the attackers attack roll the ally may take half damage from the attack. This feature may be used once per long rest.
Once the Jester reaches level 14, the Jester gains the ability to control the shadow of others. If a humanoid within 60 ft. of the Jester casts a shadow that the jester can see the jester can attempt to take control of their shadow. The target must make Wisdom saving throw against the Jester's spell save DC, if the target fails then the Jester is able to take control over the enemy as if they were his puppet. This effect lasts for 30 seconds or until the Jester cancels this effect. While this is active, the Jester cannot move from his spot and cannot defend himself. The creature can roll a Wisdom saving throw at the start of their turn to break free early. This ability can be used once per long rest.
At the beginning of level 14, the Jester's conjuration magic grows in strength. The Jester is now able to wear two layers on his mask. The first layer is his real mask and the second layer is a mask conjured as a weapon. The Jester is able to remove this mask and throw it as an explosive upon impact. This acts as the same as shooting an arrow from a bow or a weapon with the thrown property. The range of the throw is 10/60 and deals 4d6 force damage. The critical range for this attack is a Natural 18-20. Further, if the Jester is successfully grappling an enemy or sneaks up to an unsuspecting enemy, he can instead force the target creature to wear the mask. The target must make a contested Dexterity saving throw against the Jester's acrobatics check or take 4d8 psychic damage. The Jester must take a long rest before conjuring another "mask".
Once the Jester hits level 15, their range of influence increases. The Jester gets a jack in the box, when they start to crank it, it begins to laugh hysterically and uncontrollably during combat. This uses an entire round action. Each hostile creature within a 60 ft. radius of the Jack in the box must make a Wisdom saving throw against the Jester's spell save DC. Enemies who fail the save are now frightened by the Jester. At the beginning of their next turn the Jester's box pops, anyone who is frightened by the Jester and can see the jack in a box takes 8d8 psychic damage.
Demon's Favor, God's Betrayal
At the beginning of level 17, The jester can not die. When he fails his last death save he is dead for 1d10 rounds and revives at half hp, and must choose a curse.
The Jester must roll 1d10 for one permanent affect after each revival. The Jester may rid himself of a single curse if he undergoes an extreme ritual that can be performed by priests or at a church. Additionally, one curse may be removed if the Jester slays and drinks the blood of 2 Celestial creatures, 6 Monstrosities, or 4 extreme devout followers of any Lawful Good Deity. If the Jester ever encounters a Fiend (Demon) or a CE Deity, the Jester may make a "Pact" to remove a curse. (Conditions of Pact destined by GM)
- The Jester gains level 1 exhaustion upon entering holy sites, I.E Temples, Monasteries, Churches, etc. The player can choose this condition up to 4 more times, all the way up to level 5 exhaustion.
- The Jester can no longer be healed by medicinal or magical means. They can only be healed by necrotic damage from an outside source.
- Light's Shadow
- The Jester gains the 'frightened' condition upon seeing holy/divine/celestial entities.
- Taste of Blood
- After every 4 hours, the Jester must intake half a liter of blood. If he does not, then the Jester attacks any creature near him until he sedates his thirst. If he does not consume any in 8 hours, the Jester dies.
- The Jester is compelled to inflict damage upon themselves. every 4 hour the jester must inflict 1d12 damage to themselves by any means available.
- The Jester deals half damage on attack rolls.
- The Jester cannot sleep willingly. Each time he does, his mind is filled with the screams of the damned and he takes a 1d12 damage every hour he is asleep. However, if the Jester is forced asleep he will not be subject to this effect.
- The Jester can no longer expose any skin, except hair, to the sun. If he does, the Jester takes 1d12 damage for every minute he is exposed to the sun. Any other light source, such as fire from a torch will not activate this effect.
- Fragile Minded
- The Jester has disadvantage on all WIS saves.
- The Jester remembers how they die, what weapon was used, and where the final blow was struck. Because of this, the Jester takes immediate damage whenever said weapon comes into their line of sight. I.E if the weapon dealt 1d6, the Jester would take 1d6 immediately. Further, the player chooses where the final strike happened, and the GM must not. Whenever the enemy strikes the Jester with the same weapon type that killed him at the same spot where he was last struck, the Jester takes double damage, triple against critical strikes. If they did not die by a weapon, but by a magical spell, the Jester cannot make any saving throws associated with the spell. If it was neither a spell nor weapon, but a creature, the Jester has disadvantage on attack rolls and deals half damage against said creature type.
Unveil The Once Hidden
At the beginning of level 20, the Jester removes his mask and gains a legendary action. The Jester may remove his mask once every day. The Jester shows the creatures around him a darkness they've never encountered before, causing all creatures within a line of sight of him to make a Wisdom saving throw against the Jester's spell save DC. If they fail, the creatures become paralyzed until the mask is put back on. The Jester can maintain this form for only 1 minutes before he starts to become physically pained and morphed. For every turn after the 1 minute mark, the Jester takes 2d20 damage and his AC is reduced to 0. If the Jester does this to any Fiend they, without doing a DC Save, are immediately under his command until the mask is put back on. Commands to these fiends are issued as a bonus action. If he does this within the vicinity of anyone who worships a Deity that is Lawful Good, they are obligated to attack the Jester without remorse. The Jester's mask becomes a legendary object, making it immune to stealing, shattering, or displacements. Once while the mask is off he can use one of any of the three legendary actions.
- Demon's Legion
- The Jester is able to summon up to 3 different Fiends (Demon). Each Fiend may only attack 3 times before dispelling itself, or until combat is over.
- Inject the Mist
- The Jester swipes his hand in front of him, creating a mist in a 40ft radius sphere that lasts for 1d12 rounds and deals 1d20 for each creature inside the mist, I.E. if there are 4 creatures inside the mist, it will deal 4d20 to each individual creature. They cannot make a save against this if the Jester has his mask off. This mist affects allies and enemies alike. Every round the jester can use a bonus action to move the mist 20ft in any direction.
- Soul Surgery
- The Jester can choose up to three creatures and remove their 'soul'. These creatures must make a Constitution saving throw against the Jester's spell save DC. If they succeed, they only take half damage. If they fail, each creature takes 6d12 damage, which is then distributed to the Jester's allies to heal them for an equal amount of Hit Points that was dealt to the creature(s).
Prerequisites. To qualify for multiclassing into the Jester class, you must meet these prerequisites: Dexterity 13 and Charisma 13
Proficiencies. When you multiclass into the Jester class, you gain the following proficiencies: Two player-created daggers.