Dark Jester (5e Class)

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Dark Jester[edit]

Class Features

As a Dark Jester you gain the following class features.

Hit Points

Hit Dice: 1d8 per Dark Jester level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Dark Jester level after 1st

Proficiencies

Armor: Light Armors
Weapons: Simple Weapons
Tools: Thieves' Tools
Saving Throws: Dexterity And Charisma
Skills: Choose four skills from: Acrobatics, Deception, History, Insight, Investigation, Performance, Persuasion, Religion, Sleight of Hand, Stealth and Survival.

Equipment

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

  • (a) two daggers or (b) a sickle
  • (a) an Entertainer's Pack or (b) an Explorer’s pack
  • Thieves' tools

Table: The Dark Jester

Level Proficiency
Bonus
Features Verses Prepared Verses Per Day
1st +2 Backstab, Unarmored Defense - -
2nd +2 Cunning Action, Verses 2 3
3rd +2 Momentum, Finale 2 4
4th +2 Ability Score Improvement 2 4
5th +3 Two-Hander 3 4
6th +3 Inspiring Tale 3 5
7th +3 Evasion 3 5
8th +3 Ability Score Improvement 3 5
9th +4 Brutal Critical (1 dice), Blood Painter (1d8) 4 6
10th +4 Rhythm Changer 4 6
11th +4 Trickster 4 7
12th +4 Ability Score Improvement 4 7
13th +5 Brutal Critical (2 die) 5 7
14th +5 Absolute Confusion 5 8
15th +5 Puppet Show 5 8
16th +5 Ability Score Improvement 5 9
17th +6 Soloist, Brutal Critical (3 die), Blood Painter (1d12) 6 9
18th +6 Bow To The Audience 6 9
19th +6 Ability Score Improvement 6 10
20th +6 He Will Be Laughing Still 6 15

Backstab[edit]

When you flank* an enemy with an ally, ALL attacks made against that enemy are made with advantage.

(*Flank: When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy’s space, they flank that enemy, and each of them has advantage on melee attack rolls against that enemy.)

Unarmored Defense[edit]

While you are not wearing any armor or not wearing a shield, your Armor Class equals to 10 + you Dexterity modifier + your Charisma modifier.

Cunning Action[edit]

Starting 2rd level, you can use your Bonus action to Dash, Disengage or Hide.

Verses[edit]

At 2nd level, you learn a list of Verses that must be prepared during a long rest in order to be used. Verses are actions or reactions available to you a limited number of times per long rest. You can prepare two verses per day at level 2, and can prepare an additional Verse at 5th level, 9th level, 13th level and 17th level. You can use as many verses per long rest as specified in the Verses per Day column. However, you cannot use the same verse twice in a row, unless you make a short rest in-between.

Song of Absurdity: You can use your action to make a melee attack against an ally in melee reach. This attack is always a critical hit. Instead of losing life equal to the total of your Damage Roll, they regain that number of hit points. (This Weapon Attack doesn’t count toward your Level of Momentum)

Song of Camaraderie: As an action, you can give up to three allies within 20 feet of you a number of temporary hit points equal to twice your Jester Level plus your Charisma Modifier. (X = [2 × Level] + CHA) These temporary hit points are lost after 1 minute.

Song of Duality: As an action, you choose an ally within 20 feet of you. The next time they cast a single target spell until the start of your next turn, you can cast that same spell on a new target as a reaction. Your spell DC for this spell is (DC = 8 + PRO + CHA) and your spell casting modifier is (X = PRO + CHA).

Song of Frenzy: As an action, you choose a flanked enemy within 30 ft of you. That enemy must succeed a wisdom saving throw (DC = 8 + PRO + CHA) or be incapacited until the start of your next turn. Once an enemy is affected by this verse, they are immune to it for 24 hours.

Song of Sanity: If an ally would make a Saving Throw, you can use your reaction to add your Charisma modifier to the roll.

Song of Treachery: Upon being hit by a melee attack, if you are within 10 feet of one of your allies, you may use your reaction to switch places with that ally. They become the new target of the attack (which automatically hits), but they take only half of the damage the attack would deal.

Momentum[edit]

Starting 3rd level, whenever you make a Melee Weapon Attack or use a Verse, you gain a Level of Momentum. You can gain up to four Levels of Momentum. At the end of your turn, if you didn’t gain any Level of Momentum, you lose all your Momentum.

If you use an action or a reaction to make a Melee Weapon Attack and gain a Level of Momentum, you need to use a Verse to gain the next Level of Momentum. Making two Melee Weapon Attacks in a row will not advance your Momentum. (But using two Verses in a row will.)

When you are at the 4th Level of Momentum, your Movement Speed is increased by 15 feet.

Finale[edit]

Starting 3rd level, you gain access to the Finale, the signature move of the Jester. You can only use this feature when you are at the 4th Level of Momentum. When you use it, you lose all your Momentum.

As an action, you can make a Melee Weapon Attack with advantage against an enemy in melee reach. If that attack hits, it is considered a critical hit and the target must succeed a Constitution saving throw or be restrained until the start of your next turn. (DC = 8 + PRO + CHA) You also add your Jester level to the damage of that attack.

Ability Score Improvement[edit]

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.

Two-Hander[edit]

Starting 5th level, when you use your action to make a melee attack against an enemy, one ally within 10 feet of you may use their reaction to make a melee attack against that same enemy. (Only if they are able to.)

Inspiring Tale[edit]

Starting 6th level, whenever you make a short or long rest, you can give up to 6 allies (including yourself) one of the following benefits for the next hour or until the end of the next fight:

- They add 2 to their AC.

- They add 10 feet to their movement speed.

- They have advantage on Intelligence, Wisdom and Charisma Saving Throws.

- They are immune to the Charmed and Frightened conditions.

Evasion[edit]

Starting 7th level, when you are subjected to an effect that allows you to make a Dexterity Saving Throw to take only half damage, you instead take no damage if you succeed the Saving Throw and only half damage if you fail.

Brutal Critical[edit]

Starting 9th level, you roll an additional damage die when determining the extra damage for a critical hit you make with a melee Weapon Attack.

At 13th level, you roll two additional damage dice instead. At 17th level, you roll three.

Blood Painter[edit]

Starting 9th level, when you make a melee attack with a dagger*, instead of using 1d4 as the damage die, you use 1d8. You can also choose to deal slashing damage instead of piercing damage when making a melee attack with one.

At 17th level, you use 1d12 instead.

(*Dagger: 1d4 piercing, Finesse, Light, Thrown (20/60))

Rhythm Changer[edit]

Starting 10th level, at the end of each round, you can choose to move up one position in the initiative order. If a character rolled a natural 20 while deciding initiative, you cannot move above them in the order unless they let you do so.

Trickster[edit]

Starting 11th level, you have +5 AC against opportunity attacks. If an enemy misses an opportunity attack against you, you can make one against them by using your reaction. If this attack hits and the enemy is Medium or smaller, they are knocked prone.

Absolute Confusion[edit]

Starting 14th level, when an enemy within 30 feet of you rolls a natural 1 or 2 on an attack roll, their attack is made against themselves and their turn ends (if it is their turn).

Puppet Show[edit]

Starting 15th level, once per short rest, you can cast the spell Mirror Image without using a spell slot and as a Bonus Action instead of an Action.

Mirror Image Casting Time: 1 action Range: Self Components: Verbal, Somatic Duration: 1 minute Three illusionary duplicates of yourself appear in your space. Until the end of the spell, duplicates move with you and imitate your actions, swapping their position so that it is impossible to determine which image is real. You can use your action to dispel the illusory duplicates. Whenever a creature is targeting you with an attack during the duration of the spell, roll 1d20 to determine if the attack does not target rather one of your duplicates. If you have three duplicates, you need 6 or more on your throw to lead the target of the attack to a duplicate. With two duplicates, you need 8 or more. With one duplicate, you need 11 or more. The CA of a duplicate is 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate may be destroyed not just an attack on key. It ignores other damage and effects. The spell ends if the three duplicates are destroyed. A creature is unaffected by this fate if they can not see if it relies on a different meaning as vision, such as blind vision, or if it can perceive illusions as false, as with clear vision.

Soloist[edit]

Starting 17th level, you can keep the show alive by yourself. To sing the perfect song is the jester’s victory. During a combat, if you use all six of your Verses you gain the following bonuses for the rest of the combat:

- You can become Invisible at will.

- When you hit an enemy with a Melee Weapon Attack, they gain an exhaustion level.

Bow To The Audience[edit]

Starting at 18th level, when you hit an enemy with a Melee Weapon Attack, they are marked by the Mark of the Jester. This mark never fades until it is consumed.

As an action, you can make ALL creatures within 30 feet of you make a Wisdom Saving Throw. (DC = PRO + CHA) Creatures marked by the Mark of the Jester have disadvantage against that Saving Throw and their mark is consumed. Creatures who fail that saving throw are charmed by you for 1 minute if they have the same alignment as you. If they don’t, they are frightened by you for one minute instead. This ability ignores resistances and immunities, be it natural or magical. You can only use this ability once per long rest.

He Will be Laughing Still[edit]

Starting 20th level, the jester laughs at the face of fate. Upon receiving a fatal blow, the jester curses their killer to die with them. Whatever may be the cause of death, they both simultaneously die an incurable death.

However, 24 hours after the jester dies this way, the jester is returned to life with 1 hit point and any permanent damage to their body is repaired. If there is no body left, they return to life on the exact spot where they died.

This feature can be used once per long rest. The jester does not gain the benefits of a long rest from the 24 hours they spend being dead.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Dark Jester class, you must meet these prerequisites: Dexterity 13 and Charisma 13

Proficiencies. When you multiclass into the Dark Jester class, you gain the following proficiencies: Performance and Thieves' Tools


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