Shaco (5e Class)

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Shaco[edit]

A trickster adept at creating chaos on the battlefield and getting behind enemies to stab their back. Based on League of Legends' Shaco.

Shaco's Sacrilegious Slaughter Seemingly Shatters Surrounding Spectacle, Surprising Simpletons so Superstitions Survive, Secreting Suffering[edit]

The crowd cheers enthusiastically as the Jester makes his way on stage, one man in the corner laughs hysterically. He begins juggling 2 knives in many fantastical ways, they fade in and out of sight as if they become shadows themselves. The audience leaps out of their seats and roar in applause and whistling, the man in the corner grins from ear to ear in excitement. As the performance continues in this packed theater which had been anticipating this performance of the infamous magical jester for months, an eerie feeling starts to dawn unto a few people. They begin to sense the way he looks at the daggers and back at the people, how his smile hasn't changed a bit from its great broad stature revealing his sharp teeth, and how his eyes are mere portals of void, revealing no emotion. As they grow weary the applause starts to die down a little bit and for the first time you see Shaco reveal a bit of emotion, a bit of anger, a bit of hatred, but the one man in the corner continues to cheer ever so fervently. He vanishes in a poof of smoke. He suddenly appears next to a woman with a child about 3 rows back, instantly their heads fall to the ground. The audience screams and runs backwards, but they find no freedom as they try and reach the exit doors they are pushed back by great frightening Jack-in-the-Boxes which only cause them to tremble in fear and Shaco cleans up the rest of them. None remain besides Shaco and one man in the audience, the one man who has been clapping and laughing hysterically the entire time. Shaco explodes into dust as the man also vanishes into a poof of smoke and walks out of the theater, ready to take the next one in the neighboring kingdom.

Creating a Shaco[edit]

Think about why you want to play a Shaco. Do you like causing chaos on the battlefield? Do you enjoy dealing heavy bursts, at the cost of consistent damage? Or do you like the idea of working around constraint, planning your every move 5 turns ahead, which opens up and frees you to be more flexible as time goes on? Shaco is a character that does well in both long battles, but suffers in the middle point where you have done what you can but are stuck for a few turns before you can use your defining ability again. Would you enjoy working around this constraining factor, or find it annoying? If the latter, this class probably isn't for you. Positioning is extremely important with Shaco as well, due to the nature of your changing Armor Class and squishy amount of Hit Points, and while that can be mitigated with choices as you level up, you will suffer if you don't take advantage of potential combos and play around your weaknesses.

Quick Build

You can make a Shaco quickly by following these suggestions. First, Dexterity should be your highest ability score if you plan to choose the AD subclass, or Charisma if you plan to choose the AP subclass, your second highest should be the one out of those two that you don't choose. Second, choose the Charlatan or Entertainer background. Third, choose 2 daggers and the Entertainer's Pack.

Class Features

As a Shaco you gain the following class features.

Hit Points

Hit Dice: 1d8 per Shaco level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Shaco level after 1st

Proficiencies

Armor: None
Weapons: Simple Melee Weapons and Martial Melee Weapons
Tools: None
Saving Throws: Dexterity and Charisma
Skills: Choose 3 from Acrobatics, Deception, Insight, Intimidation, Perception, Performance, Persuasion, Sleight of Hand, or Stealth.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) 2 Daggers or (b) Any Martial Melee Weapon
  • (a) Entertainer's Pack or (b) Explorer's Pack
  • If you are using starting wealth, you have 2d4x10 GP in funds.

Table: The Shaco

Level Proficiency
Bonus
Features
1st +2 Q/W/E
2nd +2 Q/W/E(2), Progressive Rhythm
3rd +2 Q/W/E(3), Backstab
4th +2 Ability Score Improvement, 2 Are 1
5th +3 Build Feature Improved Progressive Rhythm, Item
6th +3 Hallucinate
7th +3 Evasion, Item(2)
8th +3 Ability Score Improvement, Rune
9th +4 Build Feature
10th +4 Summoner Spell
11th +4 Improved Rune, Item(3)
12th +4 Ability Score Improvement, Build Feature
13th +5 The Joke's On You!
14th +5 Item(4)
15th +5 Summoner Spell(2)
16th +5 Ability Score Improvement, March! March! March!
17th +6 Item (5)
18th +6 The Worm
19th +6 Ability Score Improvement, Item (6)
20th +6 Now You See Me, Now You Don't!

Q/W/E[edit]

At your 1st level, You can choose 1 of the following abilities, and will gain another at both 2nd and 3rd Level.

Q-Deceive

As an action, you teleport 10 feet away, not provoking opportunity attacks, and you gain camouflage for 1 round (depleting at the start of your next turn) or until you attack. If you make a melee attack, depleting your camouflage during this turn (through haste for instance,) the attack is automatically a critical strike, if it hits.

The camouflage granted means creatures farther than 10 feet away cannot see you without magical means/truesight, and all creatures have disadvantage when striking against you.

W-Jack-in-the-Box

As an action, you place down a Jack-in-the-Box with a casting range of 10 feet. This Jack-in-the-Box has a 5-foot radius around it and takes 1 round to activate. Once placed, on your next turn (after 6 seconds,) it triggers, dealing 1d4 + your Charisma Modifier in Psychic damage. This hits ALL creatures within its radius, including allies. All creatures hit make a Charisma Saving Throw with DC= 8 + your Proficiency Modifier + your Charisma Modifier, if they fail they are Frightned for 1 round, meaning at the beginning of their next turn they must spend all of their movement running directly away from the Jack-in-the-Box, once this is done their turn continues as normal, and they are no longer feared. The box is immediately destroyed after 1 round, and the box does not affect any creature entering its range after it triggers.

Before the Box activates it is vulnerable - It has 1 Hit Point and an Armor Class of 14. If the box is reduced to 0 Hit Points through any means it is instantly destroyed and rendered useless. It instantly dies to any damaging area of effect. If the Box activates and there isn't any creature within its 5-foot range, it doesn't do any damage, and it becomes invisible to everyone except Shaco. If a creature enters its radius the box immediately triggers as normal. The box lasts 1 minute in this activated but not triggered state.

E-Two-Shiv Poison

As an action, you throw a shiv at a target within 10 feet of you, rolling to hit as if stabbing them with a dagger. This deals 1d6 + your Dexterity Modifier slashing damage, the target then makes a Constitution Saving Throw with DC= 8 + your Charisma Modifier + your Proficiency Bonus, if they fail they take 1d6 + your Charisma Modifier poison damage.

Progressive Rhythm[edit]

Starting at the 2nd level, due to the chaotic nature of your being, it feels exciting to mix up the rhythm of your being, and as you've grown in power this chaotic style of fighting has taken over you. During combat, whenever you take an action and didn't use the same action within the last 2 of your turns (so 2 of your turns ago, your last turn, and this turn if you have multiple actions this turn,) you gain a level of Progressive Rhythm. If you don't gain a level of Progressive Rhythm when you use your action, you lose all of your Progressive Rhythm levels and are stunned for 1 round (stunned until after your next turn.) For every 2 levels you have you gain 1 AC. You can have a maximum of 5 levels of Progressive Rhythm.

Since you cannot gain levels once you reach level 5, you will inevitably lose them all the next action you take after reaching the 5th level, and, this action can be one previously taken within the last 2 of your turns as losing the levels here does not matter as you will lose them either way.

When you are at the 5th level, if you lose all of your levels you are not stunned.

So if you are at Progressive Rhythm level 4 and use Deceive going to level 5, then on your next turn using Jack-in-the-box, you return to 0 levels of Progressive Rhythm, are not stunned, and are free to use both Jack-in-the-Box and Deceive to gain Progressive Rhythm levels on your next turn, as well as any other action as you usually would.

A clarifying example: Combat starts, it becomes your turn and thus you have not taken an action yet so you have a Progressive Rhythm level of 0. You take the Jack-in-the-box action, resulting in a Progressive Rhythm level of 1. On your next turn you can't take the Jack-in-the-Box action without failing Progressive Rhythm so you take the Two-Shiv Poison action, resulting in level 2. On your next turn you cannot take Jack-in-the-Box nor Two-Shiv Poison actions, so you take the melee attack action, resulting in level 3. On your next turn you take the Jack-in-the-Box action again resulting in level 4. On your next turn you are hasted and use the Deceive action (can't use Box nor Melee), resulting in level 5, and then the melee attack action (can use anything), resulting in level 0.

Backstab[edit]

Starting at the 3rd level, when you are behind an enemy, meaning they are facing away from you, your attacks are enhanced as you catch them off-guard. At the 3rd level, Melee attacks and your Two-Shiv Poison attack from behind are backstabs, giving the attack advantage and allowing you to add your proficiency modifier onto the attack.

2 Are 1[edit]

Starting at the 4th level, you can now mold a set of daggers to your shadowy being, allowing you to summon and dispel them at will. These daggers now strike at the same time with the same action, so when you take the attack action you strike with both daggers, dealing damage with both in one hit. So if you were to hit, this would deal 2d4 + your Dexterity Modifier. You cannot take a bonus action to strike with the off-hand dagger, it is as if you are no longer duel wielding, just holding a two-handed dagger.

Ability Score Improvement[edit]

When you reach 4th level, and again at 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.

Improved Progressive Rhythm[edit]

When you reach the 5th level you find room for freedom within your constraints. When you take an action at 5 levels of Progressive Rhythm, returning you to 0 levels of Progressive Rhythm, that action now ALWAYS grants a level of Progressive Rhythm even if it was used within the last 2 of your turns. So if you take the attack action at the 5th level of Progressive Rhythm, taking the attack action will always grant a level of Progressive Rhythm.

Choose a Build[edit]

At the 5th level, you chose a Build. Choose between AP or AD, as detailed at the end of the class description. Your choice grants you features at the 5th level and again at the 9th and 12th levels.

Item[edit]

At the 5th level you gain access to the items listed below. You first make a choice now, and then you can choose one more item at each of these levels: the 7th, 11th, 14th, 17th, and 19th levels. Each item gives a passive or/and an activatable ability, as well as attributes that correspond to the table below, granting you more damage to your W/E features, as well as your melee attacks, as shown.

Item Statistics Conversion Table
Amount of AD/AP AD AP
10 2d6 1d6
20 3d4 2d4
30 3d6 3d4
40 4d6 4d4
50 5d6 5d4
60 6d6 6d4
70 7d6 7d4


Your daggers follow the AD side, dealing that amount of damage together with the 2 Are 1 feature. Your Jack-in-the-box follows the AP side, dealing that amount of damage each. Your Two-Shiv Poison increases the slashing damage according to the AD chart and the poison damage according to the AP chart. The AP and AD split DOES NOT relate to your chosen build in any way other than synergy, so if you chose the AD build you can choose AP items freely and vice versa.

Items:[edit]
AP[edit]
Crown of the Shattered

10 AP. The first time you are hit during a Progressive Rhythm set, reduce the damage taken by 1d12.

Everfrost

10 AP. As a bonus action, release a blast of cold in a 15-foot cone directly in front of you. All creatures hit must make a Dexterity Saving Throw with DC 15, if they fail their movement speed is reduced by 10 feet for 1 round. This feature has 1 use. Use of this feature is restored after a short or long rest.

Hextech Rocketbelt

10 AP. As a bonus action dash 10 feet, which does provoke opportunity attacks, and deal 2d4 fire damage to the nearest creature, including allies. This feature has 1 use. Use of this feature is restored after a short or long rest.

Imperial Mandate

10 AP. Whenever a Two-Shiv Poison hits an enemy, that enemy takes an extra 1d4 damage from all future attacks for the next round.

Liandry's Anguish

10 AP. Whenever a Jack-in-the-Box hits an enemy, they must make a Constitution Saving Throw with DC 15. If they fail they take 1d8 fire damage at the start of their turn. Every subsequent turn they take, they reroll after they take the fire damage until they succeed, in which case the fire is put out. Or they can use an action to put it out.

Luden's Tempest

10 AP. The first Two-Shiv Poison that hits an enemy during a Progressive Rhythm set explodes, dealing AOE poison damage to all creatures within a 5-foot radius around the creature. The creature the Two-Shiv Poison hit is dealt with like normal but all of the creatures hit by the explosion take half of the poison damage dealt to the main creature as well. (If the target succeeded the saving throw for the poison, the explosion does not happen.)

Night Harvester

10 AP. Creatures that are Large or larger take an extra 2d8 from your Two-Shiv Poison Poison part.

Riftmaker

10 AP. Whenever your Jack-in-the-Box triggers, gain temporary hit points equal to the amount of creatures hit.

Zhonya's Hourglass

10 AP. As an action you can incapsulate yourself in a magical mist which makes you immune to all damage for 1 round, but during this round you cannot take any actions, bonus actions, or reactions, you cannot move or talk, you cannot do anything. This feature has 1 use. Use of this feature is restored after a long rest.

Horizon Focus

10 AP. If you are more than 20 feet away from a Jack-in-the-Box when it triggers, the Jack-in-the-box deals an extra 1d6 to all creatures hit.

Lich Bane

10 AP. When you use the Deceive feature as an action and attack on the same turn, removing the camouflage and granting a crit, deal an extra amount of damage equal to the damage listed on the AP chart.

Rylai's Crystal Scepter

10 AP. Your Jack-in-the-Box now slows as well, reducing the movement speed of all creatures hit by 10 feet for 1 round, no matter if they are feared/frightened or not.

Rabadon's Deathcap

Gain 20 AP.

Nashor's Tooth

10 AP. When you make a melee attack, deal an extra amount of damage equal to 1/2, rounded down, of the damage listed on the AP chart.

Morellonomicon

10 AP. When a Jack-in-the-Box deals damage, all creatures hit have any healing they receive reduced by 1d8.

Demonic Embrace

10 AP. When a Jack-in-the-Box deals damage, all creatures hit take 1d4 extra damage and you gain temporary hit points equal to half of the extra damage dealt.

Cosmic Drive

10 AP. If all actions used during a progressive rhythm set were different, gain 10 AP and 10 movement speed for 1 minute. This effect stacks.

[edit]
Duskblade of Draktthar

10 AD. After dealing a killing blow to an enemy, gain invisibility until your next turn, which depletes on dealing any damage.

Youmuu's Ghostblade

10 AD. As a bonus action you can gain half of your movement for 1 turn. You need to finish a short or long rest before you can use this feature again.

Prowler's Claw

10 AD. If you use a melee attack to hit a target from the front while having this item, you can choose to teleport behind them before the attack is made.

Kraken Slayer

10 AD. Every third melee attack you do gains 1d10 damage.

Eclipse

10 AD. Striking whilst camouflaged from Deceive now grants you 1d8 temporary Hit Points.

Galeforce

10 AD. As a bonus action, dash 10 feet away, which does provoke opportunity attacks, and deal 2d4 piercing damage to the nearest creature, including allies.

Immortal Shieldbow

10 AD. When reduced to 1/4 of your Hit Points gain 1d12 temporary Hit Points.

Essence Reaver

10 AD. After taking the melee attack action, your next Two-Shiv Poison deals 1d8 extra damage on the slashing part of the attack.

Bloodthirster

10 AD. Every second melee attack grants you temporary hit points equal to your Progressive Rhythm level. (Meaning alternating melee attacks.)

Mortal Reminder

10 AD. The first target you strike with a melee attack during your Progressive Rhythm makes a Wisdom Saving Throw with a DC of 15. On a fail, the next healing they receive is cut by 2d8, on a success nothing happens.

Infinity Edge

Gain 20 AD

Lord Dominik's Regards

10 AD. When striking a target with a melee attack, their armor is cut, allowing non-magical attacks against the hit creature to deal 2d4 extra damage, of the same type dealt by the weapon. This lasts for 1 round (6 seconds).

Navori Quickblades

10 AD. When striking a target with a melee attack, your next Two-Shiv poison or Jack-in-the-Box will gain a level of Progressive Rhythm even if it was used within the last 2 of your turns.

Serpent's Fang

10 AD. When striking a target with a melee attack, if they have temporary hit point they are reduced by 2d8.

Sterak's Gage

10 AD. When striking a target with your Two-Shiv Poison, gain 1d6 temporary Hit Points.

Stormrazor

10 AD. If you have used all of your movement this turn, and you make a melee attack, deal an extra 1d8 Thunder damage.

Rapid Firecannon

10 AD. If you have used all of your movement this turn, and you make a melee attack, that attack gains a reach of 5 feet, allowing you to attack from 10 feet away.

The Collector

10 AD. After dealing a killing blow, your next melee attack gains an extra 2d8.

Stridebreaker

10 AD. As a bonus action you can lash a chain around you in a circle with a radius of 5 feet, all creatures hit take 1d6 damage and reduce their movement speed on their next turn by 10 feet.

Goredrinker

10 AD. As a bonus action you can lash a chain around you in a circle with a radius of 5 feet, all creatures hit take 1d6 damage and you gain temporary hit points equal to the number of creatures hit.

MISC[edit]
Randuin's Omen

Instead of Progressive Rhythm granting 1 AC per 2 levels, it now grants 1 AC per level of progressive Rhythm.

Vigilant Wardstone

Spend a charge to place down a ward, which looks like a thin stick standing up. You can see out of this ward no matter where you are for the next 10 minutes, it has darkvision of 30 feet, and can see in all directions. You have an amount of charges equal to your wisdom modifier. You regain these charges every short or long rest. Anything can choose to come by and push down the stick, disabling the vision.

Hallucinate[edit]

Beginning at the 6th level, the chaos within your tears apart your very identity, allowing you to break your original unity into multiplicity. As an action, you can duplicate yourself as you disappear for a split second and return as 2 creatures. Both you and the clone spawn within a five-foot radius around where you were before, excluding where you originally were (so if you are on a 5-foot grid it would be any adjacent square), you choose where you and the clone spawn within that circle. The clone acts after you on the initiative order and is an exact copy, so it has all of your features and traits EXCEPT it has 1/4 of your Hit Points and all damage dealt by it is also multiplied by 1/4. It also has all statuses that you currently have, at the time of using the feature (so if you are camouflaged and use the ability, it is as well.) You have complete control over the clone and enemies cannot tell the clone apart from you unless by magical means. The clone lasts until it is reduced to 0 Hit Points, in which case it immediately disappears, or for 1 minute.

This ability has only one use. The use of this ability is refreshed after a long rest. This ability cannot be used if there isn't enough space for both you and the clone to spawn (i;e you are almost completely surrounded by enemies or are in a tight hallway, etc.)

Evasion[edit]

Starting 7th level, when you are subjected to an effect that allows you to make a Dexterity Saving Throw to take only half damage, you instead take no damage if you succeed the Saving Throw and only half damage if you fail.

Rune[edit]

At the 8th level elements of your chaos crystallizes, creating convergences of power. You gain access to the runes listed below, choosing only one. Be careful, you can only change this choice once when you receive the Improved Rune feature at level 11.

Hail of Blades

Once per set of Progressive Rhythm, when you take the attack action you can attack once more.

Electrocute

When you go from level 5 of Progressive Rhythm to 0 levels of the next set, a lightning bolt strikes down on the target of your choice dealing xd10 lightning damage, where x is 0 and gains +1 for every 15 AD and 15 AP you have.

Arcane Comet

Your first Two-Shiv Poison and Jack-in-the-Box in a Progressive Rhythm set hurtle an arcane comet at all enemies hit, dealing xd8 force damage, where x is 0 and gains +1 for every 20 AP you have.

Phase Rush

You gain 5 ft of movement speed per level of Progressive Rhythm.

Guardian

Once per set of Progressive Rhythm, when an ally within 15 feet is hit, that ally gains 4d10 temporary hit points which last for 1 minute.

Unsealed Spellbook (Can only take at the 11th level when you have the option to switch Runes)

You gain access to all of the Summoner Spells.

First Strike

On the first round of combat all of your hits are considered critical strikes.

Conqueror

Every time you use an action you heal for 2 times your Progressive Rhythm level.

Fleet Footwork

If you have expended all of your movement for this turn your next melee attack deals an extra 3d8 thunder damage.

Summoner Spell[edit]

When you reach the 10th level, your chaotic being grants you even more choices. You gain access to one of the Summoner Spells below of your choice. At the 15th level, you can choose another.

Flash

As a bonus action, teleport 10 feet away, not provoking Opportunity Attacks. You need to finish a short rest before you can use this feature again.

Ghost

As a bonus action take the dash action. You need to finish a short rest before you can use this feature again.

Snowball

As a bonus action throw a snowball at a target within 15 feet, the target makes a DC 17 dexterity saving throw. On a success, nothing happens. On a fail, this or your next turn, you can use a bonus action to teleport behind the target. You need to finish a short rest before you can use this feature again.

Ignite

As a bonus action you can cause a creature to spontaneously combust, lighting them on fire which forces them to make a Constitution Saving Throw with DC = 15. If it fails it takes 1d8 fire damage at the start of its turn, remaking the Saving Throw after it takes the damage on each of its turns. It continues to burn them until it makes the Saving Throw. You need to finish a short rest before you can use this feature again.

Heal

As a bonus action you heal yourself and a creature of your choice within 10 feet for 3d8. You need to finish a short rest before you can use this feature again.

Exhaust

As a bonus action you bind a creature of your choice in chains, cutting their movement in half and causing them to only be able to make 1 attack. This lasts for 1 round. You need to finish a short rest before you can use this feature again.

Barrier

As a bonus action, give yourself 4d10 temporary hit points which last for 1 round. You need to finish a short rest before you can use this feature again.

Clarity

As a bonus action, your next action gives a level of Progressive Rhythm even if it was an action taken within the last 2 of your turns. You need to finish a short rest before you can use this feature again.

Cleanse

As a bonus action, choose one disease, poison, charm, or any negative condition affecting you and cleanse it. You need to finish a short rest before you can use this feature again.

Improved Rune[edit]

At the 11th level you can change your choice of Rune, now allowing you to take the Unsealed Spellbook Rune, and you can choose 2 subrunes from the list below:

Last Stand

While below 25% of your maximum Hit Points add 1d8 to all damage dealt by melee attacks, following the type of damage made by the weapon.

Triumph

Whenever you reduce a creature to 0 Hit Points, heal for 2d6.

Cheap Shot

Whenever you hit a creature that was feared/frightened by your Jack-in-the-Box within that last round, add 2d6 psychic damage to any damage dealt.

Sudden Impact

Whenever you take the Deceive action, any subsequent melee attacks made that turn deal an extra 2d4 damage.

Ultimate Hunter

Your Hallucinate ability now refreshes after every short rest instead of long rest if your clone or its explosion boxes dealt a killing blow last fight.

Manaflow Band

After reaching level 5 of Progressive Rhythm, you can choose to have your maximum of Progressive Rhythm either increases or decreased by one for the next Progressive Rhythm set according to your choice. All effects stated that happen at level 5 of Progressive Rhythm now take effect at that new maximum. You need to finish a short rest before you can use this feature again.

Celerity

While at level 3 or above of Progressive Rhythm you gain an extra 5 feet of movement, while at level 5 you gain another extra 5 feet of movement.

Scorch

Your first Two-Shiv Poison during a Progressive Rhythm set deals an extra 2d4 fire damage.

Gathering Storm

At level 5 of Progressive Rhythm, if you use Two-Shiv Poison it deals an extra 2d8 thunder damage.

Font of Life

When any creatures feared within the last round by your Jack-in-the-Box are hit, whoever hit them heals for 2d4 Hit Points.

Conditioning

At level 5 of Progressive Rhythm all damage dealt to you is reduced by 2d6.

Second Wind

The first time you are hit during a Progressive Rhythm set you heal for 2d4 Hit Points.

Bone Plating

The first time you are hit during a Progressive Rhythm set, whatever creature hit you, their next 3 attacks against you are reduced by 1d6.

The Joke's On You![edit]

Starting at the 13th level, when you are being attacked by a melee hit you can use your reaction to hastily weave out of the way, cutting the damage dealt to you in that blow in half, and use the opportunity to strike them back, making a free melee attack. Progressive Rhythm is not affected by this.

March! March! March![edit]

Starting at the 16th level, chaos causes courage, so at the end of a long rest you sing a song for 3 companions of your choosing, not yourself, inspiring them for the next 24 hours, granting them one benefit of your choosing:

  • Plus 10 movement speed
  • Add 1 to their AC
  • Advantage on Charisma Saving Throws
  • Advantage on Intelligence Saving Throws

The Worm[edit]

Starting at the 18th level, as an action, you dance a worm that dazzles all around you. All creatures you choose within 30 feet of you must make a Wisdom saving throw with DC = 8 + your Proficiency Modifier + your Charisma Modifier. On a success, nothing happens to them, on a fail they are charmed by you for one minute if they have the same alignment as you or frightened by you for 1 minute if they do not. Once you use this feature, you cannot use it again until you complete a long rest.

Now You See Me, Now You Don't![edit]

Starting at the 20th level, as an action, you vanish in a poof of smoke, entering into an incorporeal form for 1 minute. During this time your movement speed is doubled, you gain resistance to all damage, and are immune to the grappled, paralyzed, stunned, and restrained conditions.

You can move through objects and creatures as if they were difficult terrain. If you end your turn inside a creature, the creature takes 1d10 force damage and is shunted into an adjacent space within 5 feet of their original location. This incorporeal state lasts for one minute, or until you are incapacitated. Once you use this feature, you cannot use it again until you complete a long rest.

AD Build[edit]

For those who like to get right into the thick of things and output some massive melee damage. Can hop right into battle and assassinate but will get squashed if not careful. Will focus on enhancing your Q feature and Melee damage.

Improved Deceive

Starting at level 5, when you use the Deceive feature, you can deplete all of your remaining movement speed this turn to make an attack action. This ends the camouflage and thus grants a critical strike like normal. Note - This makes an attack action, so it DOES gain a progressive rhythm level, and thus needs to be 'unlocked' in improved Progressive Rhythm as the attack action, which is separate from Deceive.

Improved Hallucinate

Starting at level 9, your clone now deals 1/2 of your damage instead of 1/4 and has 1/2 of your Hit Points instead of 1/4.

Just a little bit closer

Starting at the 12th level, when you use your deceive feature you gain 10 extra movement speed, and the teleportation range is increased to 20 feet.

AP Build[edit]

For those who like to play a bit more tactfully and carefully. Make the enemies cower in fear over your sight while still being as slippery and annoying as ever. Will focus on enhancing your W feature and Utility.

Improved Jack-in-the-Box

Starting at level 5, The Jack-in-the-Box's AC increases to 14 + your Charisma Modifier and they can now tell friend from foe, not affecting whichever creatures you choose. The casting range also increases to 15 feet, so you can place it anywhere within 15 feet of you. The boxes now last for 5 minutes, and are immune to AOE effects as well. Finally, the fear is now the same as if you had cast the fear spell, causing the frightened condition and forcing the creatures to take the dash action directly away from the box.

Improved Hallucinate

Starting at level 9, when your clone dies it explodes into mini Jack-in-the-Boxes, dealing 3x your Jack-in-the-Box's damage to creatures you choose within a 10-foot radius around the death point and forcing every creature you choose to make a Charisma Saving Throw with DC = 10 + your Charisma Modifier + your Proficiency Modifier or be frightened, as usual.

Jump-in-the-Box

Starting at the 12th level, creatures of your choosing within the range of a Jack-in-the-Box can take an action to jump in the box and appear within the range of any other Jack-in-the-Box.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Shaco class, you must meet these prerequisites: Dexterity 13 and Charisma 13

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: Performance and Stealth

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Back to Main Page5e HomebrewClasses<!-stealthy, often with low hit points->