Joker (5e Subclass)
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|You believe humor is the best weapon you can
wield against a cruel, uncaring world.
- Bonus Expertise
When you choose this archetype at 3rd level, you gain proficiency with one skill of your choice. This skill gains the benefit of your expertise ability.
- Lighthearted Inspiration
At 3rd level, you can inspire others with a well-timed joke, helping your allies relax during tense situations. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Joker Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Joker Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Joker Inspiration die is rolled, it is lost. A creature can have only one Joker Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
- Cunning Scramble
At 9th level, your cunning action improves to incorporate all of your agility into a single frantic movement. As a bonus action, you can scramble. When you scramble, you gain the benefits of taking the dash, disengage, and hide actions.
- Font of Humor
At 13th level, you regain all of your expended uses of Lighthearted Inspiration when you finish a short or long rest. Your Joker Inspiration die becomes a d10.
- Don’t Call It Luck
At 17th level, you can expend one use of Lighthearted Inspiration when you fail an ability check, saving throw, or attack roll. Reroll the ability check, saving throw, or attack roll and add your Joker Inspiration die. You must use the new result.