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Hit Points

Hit Dice: 1d8 per Jester level


Hit Points at First Level: 8 + Your Constitution Modifier
HIt Points at Higher Levels: 1d8 + Your Constitution Modifier
Proficiencies
Armor: Light
Weapons: Simple Weapons, Shortswords, Rapiers, Pistols
Tools: 1 Musical Instrument, Magicians Kit, Disguise Kit
Saving Throws: Wisdom, Charisma
Skills: Choose 4 from Acrobatics, Deception, Persuasion, Perception, Performance, Sleight of
Hand, or Stealth
Starting Equipment
A Shortsword or any Simple Weapon
Entertainers Pack or Burglars Pack
A Musical Instrument, Disguise Kit, or any Gaming Set
Leather Armor and 2 Daggers
Charming Personality
Whenever you make a successful persuasion check or performance check, you gain 1d6 of
inspiration for one hour. This increases to 1d8 at 5th level, 1d10 at 10th level, and 1d12 at
15th level. You may give this inspiration dice to an ally as a bonus action. You can hold up to
3 inspiration dice at a time.
Comedic Genius
Starting at level 2, you can use your action to make a Performance Check targeting a
creature you can see within 30 feet of you contested by that creatures Insight Check. If you
succeed, that creature is charmed by you until the end of your next turn, during this time, it
regards you as friendly. You may use this a number of times up to your charisma modifier
per short or long rest.
Expertise
Starting at third level, you may choose two skills you are proficient in, double your
proficiency bonus in those skills. You may choose two more skills at level 6.
Surely You Jest
Starting at level 3 you may choose a Jester Archetype from Lover, Trickster, or Actor,
detailed later in this section, you gain class features from that archetype at 3rd, 6th, 10th,
and 14th level

Ability Score Improvement


When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase 1
ability score of your choice by two, or two ability scores of your choice by one. As normal,
you cant increase an ability score above 20 with this feature.
Quick Feet
Starting at level 5, on any Dexterity Saving Throw, you can choose to make a Performance
check instead.
Curtain Call
Starting at 7th level, whenever you make an attack with a finesse weapon, you may use your
charisma modifier for attack and damage rolls instead of your dexterity or strength
modifiers.
Stunning Performance
Starting at 9th level, whenever an enemy rolls a natural 1 on an attack roll made against
you, they must make a wisdom saving throw contested by your performance check. If they
fail, they are stunned for one minute, at the end of each of that creatures turns, it can
repeat the saving throw. You may use this once per short or long rest.
Fame and Fortune
Starting at 11th level, whenever you roll a natural 20 on a performance check, you gain two
renown points. Whenever you make an attack or damage roll, or a performance check, you
can expend any number of renown points and add that number to your roll. Renown points
that have not been used fade at the next dawn. At level 17, Renown points no longer fade
away.
Masterful Performance
Starting at 15th level, if you roll less than a 10 on a performance check, you can choose to
treat the number you rolled as a 10 instead.
Bountiful Charade
Starting at 18th level, you may use performance in place of any skill check.
Stealing the Show
At 20th level, you can use your reaction to negate the attack of any enemy within 5 feet of
you, then you and every ally within 5 feet of that enemy can immediately make an attack
against that enemy, Once youve used this ability, you cant use it again until youve taken a
long rest.

Jester Archetypes
Lover
Laughter is the Best Medicine
Starting at level 3 when you choose this archetype, up to 3 times per short or long rest, you
may use an action to restore hitpoints equal to 2d6 + your charisma modifier to an ally
within 30 feet of you. This healing increases to 4d6 at level 6, 6d6 at level 9, 8d6 at level 12,
10d6 at level 15, and 12d6 at level 18.
A Kiss for Good Luck
Starting at level 6, with a quick kiss, you can imbue the powers of fate to inspire an ally. As
a bonus action, targeting an ally within 5 feet of you, roll a performance check. At any point
within next hour, when that ally makes an attack roll or ability check, they can replace that
result with the performance check you made. You can use this up to 3 times per long rest.
The Blessing of Good Looks
Starting at 10th level, you may use your reaction to add your charisma modifier to an allys
armor class.
Pain is Beauty
Starting at 14th level, whenever you take damage, you gain +1 to your charisma for one
minute.

Trickster
The Tricks of the Trade
Starting at level 3, when you choose this archetype, you gain proficiency with thieves tools,
and proficiency in the deception skill, if you are already proficient in deception, double your
proficiency in it.
The Cat and the Mouse
Starting at level 6, when there are no allies within 20 feet of you, your attacks deal 2x
damage. When there are no allies within 40 feet of you, your attacks do 4x damage. When
there are no allies within 60 feet of you, your attacks do 8x damage.

Bag of Tricks
Starting at 10th level, while stealthed, you can make a performance check contested by
target enemys Perception Check as an action. You can only target enemies within 5 feet of
you. If you succeed, you can apply one of the following effects, if you fail, you are no longer
stealthed:
- Reduce one of the target enemy's ability scores by 2 for one minute, if this reduces an
ability score to 0, the target dies.
- The target is blinded for one minute.
- The target is poisoned for one minute and takes 2d8 poison damage.
- The target is frightened for one minute.
- The next attack roll against the target counts as a critical strike if it hits.
Death Blossom
Starting at level 14, your performance and prowess in battle allows you to take on multiple
enemies at once. When you make an attack against an enemy within 5 feet of you, you can
then move up to 5 feet and make a melee attack against an enemy you have not attacked this
turn as part of the same action.

Actor
Exit Stage Left
When you choose this archetype at level 3, you can take a bonus action on your turn to use
disengage or dash.
The M Word
Starting at 6th level, you can use your bonus action to whisper a word of power to target
enemy within 15 feet of you. The targeted enemy must succeed on a DC 13 Charisma Saving
Throw. If it fails, it has disadvantage in all attack rolls and ability checks for the next
minute.
Break a Leg
Starting at level 10, whenever you or an ally within 20 feet of you makes an attack, you can
empower the attack. When you do, the enemy being attacked makes a constitution saving
throw contested by your performance check. If you succeed, roll a d20. On a 1-10, the attack
deals 1d8 bonus bludgeoning damage. On a 11-15, the attack deals 2d8 bonus bludgeoning
damage and fractures one of that creatures legs, if it has any. On a 16-19, the attack deals
2d8 bonus bludgeoning damage and fractures one of that creatures arms, if it has any. On a
20, the attack destroys the creatures head, killing it instantly. While a creature has one
fractured arm, it can not wield weapons with that arm and has disadvantage in attack rolls.

While a creature has 2 fractured arms it cannot attack. While a creature has one fractured
leg, its speed is halved. While a creature has 2 fractured legs, it is knocked prone and its
speed is reduced to 0. You can use this ability a number of times equal to your charisma
modifier per long rest.

A Happy Ending
Starting at 14th level, you roll all performance checks with advantage.

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