Dark Jester

Dark Jester

Insidious Switch

Starting at 3rd level, as a reaction, you can target a creature you can see within 120ft with your Insidious Switch that rolled a d20. That creature's d20 becomes either a 1 or 20. Then, on that creatures next d20 roll it gets the opposite one you chose. You must finish a short or long rest before using this feature again. 

Weapon of Spite

Also at 3rd level, when you hit a creature with a favored weapon that creature must make a Wisdom Saving throw, on a failure they randomly get one of the following effects:

  1. Creature cant regain hit points until the start of your next turn.
  2. Creature becomes silenced until the start of your next turn.
  3. Creature becomes frightened until the start of your next turn
  4. Creature uses its reaction to flee 20ft from you.

Any creature that succeeds on the saving throw is immune to your Weapon of Spite for the next 24 hours.

Fit of Despair

Starting at 7th level, as an action, you emit a horrifying laughter. Target creature within 60ft of you that can hear you must make a Wisdom Saving Throw. On a failure, that creature takes 1d4 psychic damage and is paralyzed and frightened. You can sustain this effect with an action and as long as you move at least 5ft closer. The target takes an additional 1d4 psychic damage for every 5ft closer you move to it. If you cannot move closer to it the effect ends. If the creature takes any other damage the effect ends. You gain  hit points equal to half the amount of damage each time this effect is triggered. You can use this feature a number of times equal to your Charisma Modifier. You regain all expended uses on a long rest.

Dark Carnival

At 11th level, You choose any number of willing creatures including yourself within 30ft of you, then you target a number of hostile creatures up to the same amount of willing creatures, they are banished into a Dark Carnival demiplane. The targets remain there for 10 minutes or until it escapes.

A creature can use its action to attempt to escape. When it does so, it makes a Performance check against your Save DC. If it succeeds, it escapes (a jester automatically succeeds and can leave whenever it wants and can free any creature it chooses using its action).

While in the Dark Carnival any creature gains the following Action:
As an action you can make a Performance check contested against all hostile creatures in the Dark Carnival. All hostile creatures who fail the contest take psychic damage equal to 2d4+ your Charisma Modifier + the number of allies currently in the Dark Carnival. Any creature who wins the contested check deals 2d4 + its Charisma Modifier + the number of hostile creatures currently in the Dark Carnival.  

Spells and other effects do not work while in this demi-plane. When a creature escapes, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space. After you use this ability you cantd do so again until you finish a short or long rest.


Starting at 15th level, as an action, you use both your hands to toss Marionette strings up to 30ft. One at a hostile creature large or smaller and another at a willing creature, if both are not in range then the effect automatically fails. Target creature must make a Strength Saving Throw. If it saves, the Marionette fails. If it fails then you have physical control over both creatures. During this time the following benefits occur:

  • Whenever one of them takes damage, the other takes the same amount of damage.
  • If a spell or ability would affect one, then it affects the other.
  • You can move each creature a number of feet equal to half your Charisma Score

A creature that has legendary actions automatically succeed against this effect. A creature can remake the Saving Throw at the end of each of its turn ending the effect on a success. The effect also ends if neither creature took damage at the start of your next turn. If either creature escapes then the effect ends for both. Once you use this feature you must take a long rest before you can use it again.