Harlequin
Harlequin
Im Bored
Starting at 3rd level when you choose this archetype, you gain proficiency in the Investigation skill if you don't already have it. Your proficiency bonus is doubled for any ability check you make with Investigation. Additionally, your chaotic curiosity tends to set off traps just to see what happens. Whenever you come within 5 feet of a trap or other hidden hazard that hasn't been triggered yet, it immediately activates as if you had triggered it. You have resistance to any damage you take from traps.
Joke's On You
Beginning at 3rd level, you can turn failure into an unexpected success. When you fail an ability check that is contested by another creature (such as a grapple or other opposed check), you can choose to swap the outcome. You succeed on the check instead, and the other creature is treated as having failed.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), regaining all expended uses when you finish a long rest.
I'm Having a Bad Day
Starting at 7th level, when your remaining hit points are equal to or less than half your hit point maximum (rounded down). As an Bonus Action, you can choose to unleash your emotional breakdown in a burst of manic energy. For the next 1 minute, you gain the following benefits:
Your walking speed increases by 10 feet, and you have advantage on Strength and Dexterity ability checks and saving throws.
Once on each of your turns when you hit with a weapon attack, you can roll one additional weapon damage die and add it to the damage.
Whenever you take damage that involves rolling one or more dice (such as weapon damage or a spell), treat all those damage dice as if they rolled their minimum value (typically 1).
This state ends early if you are knocked unconscious or if the minute passes. When the effect ends, you suffer one level of exhaustion. (Each level of exhaustion gives you cumulative penalties; refer to the exhaustion rules.)
Punchline
At 11th level, you can produce a ridiculous spring-loaded boxing glove to deliver a surprise punch. As an action, you conjure a magical boxing glove on a spring and launch it in a straight line 30 feet long and 5 feet wide originating from you. Each creature in that line must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, a creature takes bludgeoning damage equal to your Jester level + your Charisma modifier. On a successful save, a creature takes half as much damage. You can use this feature a number of times equal to your Charisma modifier (minimum once), and you regain all expended uses when you finish a long rest.
Bang Bang Boom
By 15th level, you have mastered the art of escalating mayhem. Once per long rest, as an action, you can unleash a chain of attacks with increasingly chaotic effects. You make up to three weapon attacks as part of this action, targeting one creature or multiple creatures within range (you can target the same creature more than once). On each hit, the attack deals its normal damage and then triggers an additional effect based on the sequence of hits:
First Hit: The target must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.
Second Hit: The target (or a different creature hit by this second attack) must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Third Hit: The target (or a different creature hit by this third attack) must succeed on a Constitution saving throw or become paralyzed for up to 1 minute. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can use this feature a number of times equal to your Charisma Modifier. You regain all expended uses when you finish a long rest.