Jester, 3rd variant (5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Almost no class page is in a finished state when it is first posted. For guidance, see the 5e Class Design Guide.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Jester[edit]

Ever wanted to play the 'Fool'? Need an assassin class that's a little more eccentric? Need to use your mad charm to 'peacefully' make your way through? Do you want to boost your teams morale? You should focus on Dexterity, Charisma, and Wisdom. For as long as time can remember, every king has had one, or several, Court Fools to aid him in entertainment. Not only were they used as pieces of performance, but also as a hidden ally to the King. At birth, they're trained in items such as instruments and knives, actions such as dancing and striking, and perseverance like no other. Despite their harsh treatment, name calling, sullying, and straight abuse, they are very proficient and very lethal assassins. Jesters (Court Fools), tend to purposefully do silly and rather dumb things to try and attract the idea of them being a defenseless, useless, and harmless patron. They are trained to speak in lies and charm the crowd with their speech pattern. A proper Jester can talk his way out of many things, and into many things. They have the ability to lie on the fly and do anything it takes to hide the truth without falter in their words.

<!-Introduction Leader->[edit]

Creating a Jester[edit]


Quick Build

You can make a Jester quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the Entertainer background. Third, choose the rapier and entertainer's pack.

Class Features

As a Jester you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light
Weapons: Daggers, Rapier, Shortsword
Tools: Thief's Tools
Saving Throws: Dexterity and Charisma
Skills: Choose 3: Acrobatics, Deception, History, Insight, Intimidation, Performance, Perception, Persuasion, Sleight of Hand, Stealth

Equipment

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

  • (a) Rapier or (b) Shortsword
  • (a) an Entertainer's Pack or (b) an Explorer’s pack
  • Leather armor, two daggers, and thief's tools
  • Jester's Outfit (design of your choosing; must include mask)

Table: The Jester

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th
1st +2 Sharp Tongue, Cantrips
2nd +2 Spellcasting
3rd +2 Weightless, Feather Footed 2
4th +2 Ability Score Improvement, Ability Score Improvement, Predator's Glare 3
5th +3 Dance for me, Extra Attack 3
6th +3 The Fool's Card 3
7th +3 4 2
8th +3 Ability Score Improvement, Ability Score Improvement, Death's Dealer 4 2
9th +4 Increase Critical Strike 4 2
10th +4 Shadow Dance, Shadow's Grace 4 3
11th +4 4 3
12th +4 Ability Score Improvement, Ability Score Improvement 4 3
13th +5 4 3 2
14th +5 4 3 2
15th +5 4 3 2
16th +5 Ability Score Improvement 4 3 3
17th +6 4 3 3
18th +6 4 3 3
19th +6 Ability Score Improvement 4 3 3 1
20th +6 4 3 3 1

<!-Class Feature->[edit]

<!-Class feature game rule information->

<!-Use semi-colons for subheaders->

<!-Subclass Feature->[edit]

<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->

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.

<!-Class Feature->[edit]

<!-Class feature game rule information->


<!-Class Option 1->[edit]

<!-For subclasses introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Option 2->[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Spell List[edit]

You know all of the spells on the basic Bard and Warlock spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

0.00
(0 votes)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: