Jester
Jester
Jester Leveling Table
Level Profi Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Fav. Weapon & Environment - - - - - -
2nd +2 Trick, Spellcasting 2 2 - - - -
3rd +2 Jester Archetype, 3 3 - - - -
4th +2 Ability Score Improvement 3 3 - - - -
5th +3 Extra Attack 4 4 2 - - -
6th +3 Favored Improvements 4 4 2 - - -
7th +3 Jester Archetype feature 5 4 3 - - -
8th +3 A.S.I., Laughing Gas 5 4 3 - - -
9th +4 - 6 4 3 2 - -
10th +4 Disappearing Act 6 4 3 2 - -
11th +4 Jester Archetype feature 7 4 3 3 - -
12th +4 Ability Score Improvement 7 4 3 3 - -
13th +5 - 8 4 3 3 1 -
14th +5 Heckle 8 4 3 3 1 -
15th +5 Jester Archetype feature 9 4 3 3 2 -
16th +5 Ability Score Improvement 9 4 3 3 2 -
17th +6 - 10 4 3 3 3 1
18th +6 Acrobatic Dodge 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Tilt-A-Whirl 11 4 3 3 3 2
Basic Features
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
- Weapon: Simple weapons, flail, morningstar, warhammer, hand crossbow
- Tools: Tinker's Tools, Disguise Kit
- Saving Throws: Strength, Dexterity
- Skills: Choose three from Athletics, Deception, Insight, Investigation, Perception, Performance, Persuasion and Stealth,
Equipment
- (a) leather armor
- (a) two shortswords or (b) two simple melee weapons
- (a) a explorer's pack or (b) an entertainer's pack
- (a) hand crossbow and a quiver of 20 bolts or (b) a martial weapon
Alternatively, you can ignore the equipment from your class and background, and start with 5d4 x 10 gp.
Favored Weapon
Choose a type of favored weapon: any simple weapon, flail, morningstar, warhammer. hand crossbow. While wielding your Favored Weapon you get a +1 to all attack and damage rolls. You choose one additional Favored Weapon at 6th level and 14th level.
Favored Environment
Choose one type of favored Environment: alley, castle, dock, graveyard, inn, jail, shop, tavern or temple. When you make an Charisma or Wisdom check related to your favored environment, your proficiency bonus is doubled if you are using a skill that you're proficient in.
While in your favored environment for an hour or more, you gain the following benefits:
- Difficult terrain doesn't slow your group's travel.
- Your group can't become lost except by magical means.
- Even when you are engaged in another activity (such as picking a lock, stealing, talking or performing), you remain alert to danger.
- If you are alone, you are always considered to be stealthing using your passive.
- When you discovered you are act like you belong, unless their passive insight is higher than your passive performance.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
You choose additional favored environment types at 6th and 10th level.
Trick
At 2nd level, you adopt a particular style of dealing with others as your specialty.
- Antic: Creatures engaged with you get disadvantage on (Wisdom) Perception checks when seeing anything other then you.
- Farce: You can use Persuasion instead of any Deception Check.
- Fast Talker: When you are trying to lie to a creature that can understand you, you gain a +2 to all checks made to deceive them.
- Quick Hands: When you are attempting to sleight of hand something from either a creature or a place you gain a +2 to that roll.
Spellcasting
By the time you reach 2nd level, you have learned to cast spells.
Spell Slots
The Jester table shows how many spell slots you have to cast your jester spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the sorcerer spell list.
The Spells Known column of the Jester table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your jester spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Jester Archetype
At 3rd level, you choose an archetype that you strive to emulate. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Laughing Gas
Starting at 8th level, as an action, you conjure magical gas in a 10ft cone. Any creature in the area must succeed on a Wisdom save or fall prone laughing, becoming incapacitated and unable to stand up for 1 minute. A creature with an Intelligence score of 4 or less isn't affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom save. On a success, the spell ends.
Disappearing Act
Starting at 10th level, as an action, you can cling to a solid surface and magically camouflage with the surface. Once you are camouflaged in this way, You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you lose this benefit. Once you use this feature you must finish a short or long rest before you can use it again.
Heckle
Starting at 14th level, as a bonus action, you target one creature you can see within 30ft of you and begin to taunt them. That creature must make a Wisdom Saving Throw, on a failure they must use their movement at the start of their turn to move closer to you, taking the safest route possible. If a creature hits you with a melee attack then the effect ends, otherwise it lasts for up to a minute. Once you use this feature you can do so again until you finish a short or long rest.
Acrobatic Dodge
At 18th level, when an attack hits you that you can see, you can use your reaction to attempt to dodge out of the way. Make a (Dexterity) Acrobatics check, if it is higher than the attack roll the attack misses.
Tilt-A-Whirl
At 20th level, as an action, you change your maximum hit points to an amount equal to your AC and change your AC to what your current points were. At the start of your turn, your AC is lowered by an amount equal to your current maximum hit points. This effect lasts for 1 minute or until you end it as a bonus action. If your AC drops to 0 or lower then you fall unconscious. Once you use this feature you cant do so again until you finish a long rest.