User:PJammaz/jester

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Design Note: This is a conversion of the jester from Dragon Magazine #3

Jester[edit]

Jesters are amusing little fellows who attempt to defeat their enemies by making them laugh (usually). It is a difficult and specialized category to qualify for, since there are three prime requisites: INTELLIGENCE (15 or better), DEXTERITY (15 or better), and CHARISMA (6 or less). Jesters are always neutral or chaotic. Dwarves, because of their stunted height, make the best jesters. They can progress infinitely in the category. Hobbits are limited to 10th level advancement; Elves can go only to 6th level (Village Idiot). Men can reach only 5th level (Fool), and other types can reach but 4th level (Comic). Jesters are not allowed to wear any armour, but they can be thieves as well as funnymen. They use a 4-sided hit die, with a maximum of 10 dice. After that, add +1 per level. Due to their specialized status, they are limited to the following weapons:

Fools at Court[edit]

Creating a Jester[edit]


Quick Build

You can make a Jester quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the entertainer background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Jester you gain the following class features.

Hit Points

Hit Dice: 1d6 per Jester level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Jester level after 1st

Proficiencies

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Equipment

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

Table: The Jester

Level Proficiency
Bonus
Features Joke Points
1st +2 <!-Class Feature1-> 4
2nd +2 <!-Class Feature2-> 5
3rd +2 <!-Class Feature3-> 6
4th +2 Ability Score Improvement 7
5th +3 8
6th +3 9
7th +3 10
8th +3 Ability Score Improvement 11
9th +4 12
10th +4 13
11th +4 14
12th +4 Ability Score Improvement 15
13th +5 16
14th +5 17
15th +5 18
16th +5 Ability Score Improvement 19
17th +6 20
18th +6 21
19th +6 Ability Score Improvement 22
20th +6 23

Jokes[edit]

Starting at first level, you gain access to jokes. You can choose a number of jokes equal to 1 + your Charisma modifier. 1ST LEVEL Giggle Spell — (1 or 2) — Affects thinking creatures of less than 3 hit dice. Causes laughter for 1 turn. Victims are -4 to hit others on attacks while laughing. Range: 2”. Pun (1) — Causes attacker to pause and say “Wha-a?” Lasts for 1 turn. Victims may not attack in that turn. Range: 2”. Funny Face I — (2) — Affects 10 1st level types, 5 2nd, or 1 3rd. Causes laughter for 1 turn. No attack possible (by victim) in that turn. Range: 2”. Body Contortion I — An odd contortion of the body in which the tumbling jester avoids attack and becomes Armour Class 0. Duration: 1 turn. 2ND LEVEL Pause (1 or 2) — Utterance of this joke causes victims to stop and pause for 2 melee turns. Range: 2” Joke — (1 or 2) — Causes laughter for 2 turns, affecting creatures 6 Hit Dice or less. Victims are -4 to hit on his attacks while affected by a joke. Range: 2”. Funny Face II (2) — Same as Funny Face I except it affects 3 3rds, 2 4ths, 15th level type. Body Contortion II Same as Body Contortion I except user becomes Armour Class -4. 3RD LEVEL Wonder — (1 or 2) — Causes victims to pause for 4 turns, if followed by an extended joke. If not, same as Pause. Range: 2”. Ventriloquism — (1 or 2) — Same as Magic User, but range: 3” Thighslapper (1 or 2) — Joke which takes 2 turns to utter. Causes laughter for 8 turns. Affects 10 1st level types, 9 2nd level types, 8 3rd, and so on. Range: 3”. Funny Face III — (2) — Affects 18th level type, 2 7th level types, etc. for 1 turn. Range: 2”. Obscenity — (2) — Renders lawful and neutral Clerics ineffective for 3 turns due to embarrassment. Affects other types as Joke spell. 4TH LEVEL Boring Joke (1 or 2) — This acts as Sleep spell. Takes 4 turns to utter. Puts a 10th level type to sleep for 2 turns, 9th level for 4 turns, and so on. Range: 2”. Decrepitating (2) — This is a fart, literally. The higher level the jester, the funnier the fart. Thus a 7th level jester would incapacitate his target for 2 turns, an 8th level for 4 turns, etc. A maximum of 3 per game hour can be used by any one jester. Range: 3”. Bellyacher (1 or 2) — Takes 2 turns to utter. Causes victim to laugh for 8 turns, plus level of jester. Extension I — If done while subject or subjects is already laughing, this effort will lower the victim’s resistance by 1, on the next roll for Saving Throw. Strange Actions — Combines Joke and Body Contortion I. 5TH LEVEL Extension II — Same as Extension I except lowers resistance by 2. Pity (1 or 2) — Acts as Charm Person, with limitations up to befriending the jester (referee’s discretion). Gutbuster — (1 or 2) — Same as Bellyacher, except that it also does 1-4 pts damage while victim is laughing. Insult — (1 or 2) — This is a tricky joke. When uttered, there is a 50% chance that the target will flee (1-3 on a six-sided die), crushed with embarrassment. There is also a 50% chance that victim will become enraged and immediately attack. Affects any character for 1-20 turns (roll 20 sided die). Quick Puns — (1) — An additional pun per the level of the jester above 8th. NO saving throw. Range: 3”. 6TH LEVEL Extension III — Same as other Extensions, but lowers resistance by 3. Die Laughing (1 or 2) — Takes 3 turns to tell. Kills all under 8 hit dice. Others take ½ damage of total hit points. Takes victim 2 turns to die, or 2 turns in which he takes ¼ damage per turn (if he makes his saving throw). Range: 2”. Uncontrollable Laughter (1 or 2) — Causes incapacitation for 10 turns. Affects 1 10th level type, 2 9ths, etc. NO saving throw. Range: 2” 7TH LEVEL Killer (1 or 2) — Kills all under 12 Hit Dice. Takes 3 turns to utter. Those who make Saving Throws take ½ damage. Victim takes 2 turns to die, or takes ¼ damage per turn if saving throw is made. Range: 3”. Ballbuster (1 or 2) — Takes 3 turns to utter. Renders victim incapacitated for 1-10 turns. Affects any thinking creature, no matter what level. NO Saving Throw. Range: 3”. 8TH LEVEL Voice Projector Doubles range of any joke uttered. Duration: 4 turns.

<!-Class feature game rule information->

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<!-Subclass Feature->[edit]

<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->

Ability Score Increase[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.

Weapons[edit]

  • Smelly sock (can be swung or

thrown stuns 1-4 turns Save vs poison Dagger Acid-squirting flower 1-6 pts., Range 3’ Pillow (swung only) Jester stick bursts on 1-2 (6-sided) blinds 1” diameter for 3 turns. If no burst, stuns 1 turn as Morningstar as Morningstar Laughing gas balls (thrown) Range 30’ uncontrollable laughter 3 turns save vs. Gas Pies (thrown) Range 20’ blinds 1-4 turns

  • Dirty underwear (thrown or

swung Range 10’ stuns 1-6 turns; Save vs. poison Tomatoes or rotten fruit (thrown) Range 30’ blinds 1 turn


<!-Class Option 1->[edit]

<!-For subclasses introduce this class option here->

<!-Class Feature->

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<!-Class Feature->

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<!-Class Option 2->[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

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<!-Class Feature->

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Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

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

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