Jester

Jester

Hit Points

  • Hit Dice: 1d8 per jester level

  • Hit Points at 1st Level: 8 + Constitution modifier

  • Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per jester level after 1st

Proficiencies

  • Armor: Light armor

  • Weapons: Simple weapons, flails, morningstars, warhammers, hand crossbows

  • Tools: Tinker's tools, Disguise kit

  • Saving Throws: Strength, Dexterity

  • Skills: Choose three from Acrobatics, Athletics, Deception, Insight, Investigation, Perception, Performance, Persuasion, and Stealth

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

  • (a) leather armor

  • (a) two shortswords or (b) two simple melee weapons

  • (a) an explorer's pack or (b) an entertainer's pack

  • (a) a hand crossbow and a quiver of 20 bolts or (b) a martial weapon (flail, morningstar, or warhammer)

Alternatively, you may start with 5d4 × 10 gp to purchase your own equipment.

Favored Weapon

At 1st level, choose one type of weapon to be your favored weapon: any simple weapon, flail, morningstar, warhammer, or hand crossbow. While wielding a favored weapon, you gain a +1 bonus to attack and damage rolls with it. You select an additional favored weapon at 6th level and again at 14th level.

Favored Environment

At 1st level, choose one type of favored environment: alley, castle, docks, graveyard, inn, jail, market/shop, tavern, or temple. While in your favored environment for at least 1 hour, you gain the following benefits:

  • Difficult terrain doesn't slow your group's travel.

  • Your group can't become lost except by magical means.

  • You remain alert to danger while performing other activities.

  • You are considered to be hiding using your passive Dexterity (Stealth) when alone and still.

  • You can play off your presence as if you belong, unless the creature's passive Insight is higher than your passive Charisma (Performance).

  • When tracking creatures, you learn their number, size, and when they passed through.

You choose additional favored environments at 6th and 10th level.

Trick

At 2nd level, choose one of the following options:

  • Antic: Creatures engaged with you have disadvantage on Wisdom (Perception) checks to notice anything other than you.

  • Farce: You can use Charisma (Persuasion) instead of Charisma (Deception) for checks to deceive.

  • Fast Talker: You gain a +2 bonus to Charisma (Deception) checks to lie to creatures that understand you.

  • Quick Hands: You gain a +2 bonus to Dexterity (Sleight of Hand) checks.

Spellcasting

Spellcasting Ability: Charisma
Spells Known: 2 at 2nd level, increasing as shown in the Jester table.
You regain all expended spell slots after a long rest.
Spell Save DC: 8 + proficiency bonus + Charisma modifier
Spell Attack Modifier: Proficiency bonus + Charisma modifier

Jester Archetype

At 3rd level, you choose an archetype (subclass) that grants you features at 3rd, 7th, 11th, and 15th level.

Ability Score Improvement

At 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score by 2, or two ability scores by 1.

Extra Attack

At 5th level, you can attack twice, instead of once, when you take the Attack action on your turn.

Laughing Gas

At 8th level, as an action, you release magical gas in a 10ft cone. Creatures in the area must make a Wisdom saving throw or fall prone, incapacitated, and unable to stand for 1 minute. A creature can make a Wisdom saving throw at the end of each of its turns or whenever it takes damage to end the effect.

Disappearing Act

At 10th level, as an action, you can press yourself against a surface to camouflage. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain still. The effect ends if you move or take an action.

Heckle

At 14th level, as a bonus action, you can target a creature within 30 feet. It must make a Wisdom saving throw or use its movement to move toward you, taking the safest route. The effect lasts for 1 minute or until it hits you with a melee attack.

Acrobatic Dodge

At 18th level, when an attack hits you that you can see, you can use your reaction to make a Dexterity (Acrobatics) check. If the check exceeds the attack roll, the attack misses.

Tilt-A-Whirl

At 20th level, as an action, you swap your maximum hit points with your Armor Class and your Armor Class with your current hit points. This lasts for 1 minute or until you end it as a bonus action. At the start of each of your turns, your Armor Class is reduced by an amount equal to your current hit points. If your Armor Class drops to 0, you fall unconscious. Once used, you can't use this feature again until you finish a long rest.