Dark Jester
Dark Jester
Dark Jester
Insidious Switch (3rd level)
Starting at 3rd level, as a reaction, you can target a creature you can see within 120 feet that rolled a d20. You choose whether the result becomes a 1 or a 20. On the creature's next d20 roll, the result becomes the opposite of what you chose. For example, if you chose a 1, their next roll becomes a 20. Once you use this feature, you must finish a short or long rest before using it again.
Weapon of Spite (3rd level)
At 3rd level, when you hit a creature with your favored weapon, the target must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, the target suffers a random debilitating effect for 1 minute. Roll a d4 to determine the effect:
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The creature can't regain hit points until the start of your next turn.
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The creature is silenced until the start of your next turn.
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The creature is frightened of you until the start of your next turn.
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The creature uses its reaction to flee 20 feet away from you.
Any creature that succeeds on the saving throw is immune to Weapon of Spite from you for 24 hours.
Fit of Despair (7th level)
Starting at 7th level, as an action, you emit a horrifying laughter that terrifies your enemies. Choose a creature within 60 feet that can hear you. The target must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, the target takes 4d6 psychic damage, becomes frightened, and is paralyzed for up to 1 minute. While frightened in this way, the creature takes an additional 1d6 psychic damage each time you move 5 feet closer to it. If you cannot move closer to it, the effect ends. If the creature takes damage from any source other than you, the effect ends. You regain hit points equal to half the amount of damage dealt each time this effect is triggered.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses on a long rest.
Dark Carnival (11th level)
At 11th level, you can summon a Dark Carnival demiplane to trap your enemies and allies in a nightmare performance. As an action, choose up to your Charisma modifier (minimum of 1) hostile creatures within 60 feet of you, and up to the same number of willing creatures (including yourself). All selected creatures are banished into the Dark Carnival, a horrifying extra-dimensional space. These creatures remain in the Dark Carnival for 10 minutes or until they escape.
While inside the Dark Carnival, creatures can take the Performance action, which is a contest between you and all hostile creatures in the carnival. Make a Charisma (Performance) check contested by the Charisma (Performance) checks of hostile creatures. Each creature that fails the contest takes 2d8 + your Charisma modifier + the number of allies currently within the Dark Carnival as psychic damage. Each creature that succeeds on the contest deals 2d8 + its Charisma modifier + the number of hostile creatures currently in the carnival as psychic damage to a target of your choice within the carnival.
Spells and other magical effects cannot be cast within the Dark Carnival. A creature can attempt to escape using its action by making a Charisma (Performance) check against your spell save DC. On a success, the creature escapes, returning to the space it left or the nearest unoccupied space. If you choose, you can allow a creature to leave by using your action.
Once you use this feature, you can't use it again until you finish a short or long rest.
Marionette (15th level)
At 15th level, you can bind two creatures, controlling their movements with your psychic strings. As an action, choose one willing creature and one hostile creature within 30 feet. Both creatures must be within range, or the effect fails. The hostile creature must make a Strength saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, the creature is tethered to the willing creature with psychic strings.
While tethered, the following conditions apply:
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Shared Damage: Whenever one creature takes damage, the other takes the same amount of damage.
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Shared Spell Effects: If one creature is affected by a spell or ability, the other creature is affected as well.
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Movement Control: You can move each creature up to half of its movement speed on your turn. You must use your bonus action to command the tethered creatures.
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Legendary Resistance: Legendary creatures automatically succeed on this saving throw, but the tether effect still works on normal creatures.
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Ending the Effect: Each creature can attempt a new Strength saving throw at the end of each of its turns, ending the effect on a success. The effect also ends if neither creature takes damage by the start of your next turn, or if one creature escapes.
Once you use this feature, you can't use it again until you finish a long rest.