Talk:Jester (5e Class)

From D&D Wiki

Jump to: navigation, search

Okay...this class starts pretty normal. Low hit die, not many proficiencies and a bit more starting items than usual. Nothing much. Then... At first level you gain advantage to either Deception, Intimidation or Persuasion on EVERY check AS WELL as a bonus...? The "Dagger Master" feature is kinda weak explained. Next up...another advantage on EVERY Performance check. Are you serious? And then Cantrips. All of that at level one. At second level we start off with 3 Combat Types that basically give you magical daggers and one very weak Type. You also gain access to full spellcasting with a level later than usual. As well on level 2 we have 4 different types of poison, all of them overpowered in their own way. At third level except for the heavy loss of AC I think that's acceptable. At fourth level I am unsure about the feature "Predator's Glare". It sounds strong but has it's own penalities. As for "Feather Footed" I guess that ruins some trap fun but it's acceptable. At fifth level we gain "Dance for me, Fool!"...this feature is surprisingly weak and has a lot of bad sides. This is as far as I wanted to go for now. I think this class has some way too strong features and too many of them at some levels --Asriel (talk) 14:53, 6 September 2017 (MDT)

I think the author needs help with this. Let's look at "Dance for me, Fool!" as an example.
"The Jester can make rude and remarkably insulting comments aloud to a specific target. " - Okay.
"The target must ..." - we are immediately missing some information regarding how this feature is activated and how it targets.
  • Do you need to use an action?
  • How far away can the target be?
  • Do you have to be able to see the target?
  • Does the target have to be able to hear you and understand you? Would it work on gelatinous cubes or mindless zombies?
"roll a DC WIS save of 12 + Jester's WIS modifier + Prof. bonus" - all creature-based saving throws have a base of 8, not 12. That's just how its scaled.
"If they fail the roll, their sights are primarily focused on the Jester" - what does this mean?
"for five rounds" - If you look through the PHB, you'll see that 5th edition doesn't do this kind of round-counting. Five rounds is about the length of one combat. 5e uses a duration of 1 minute for this.
"but can roll a DC WIS save each round of their turn." - you mean they can repeat the saving throw. "each round of their turn" doesn't mean anything. Characters have a turn within a round. Does the target make the saving throw at the start of their turn, or the end?
If they succeed within the five round limit, the can freely move" - what does this mean?
" If they choose another target, and if the Jester is within 10 feet of the target" - choosing another target in what respect? When they make an attack roll?
"they lose half their AC" - AC does not scale like this. The baseline of AC is 10, not 0, so you can't just halve it.
"and the Jester lunges forward for an Opportunity Attack" - Do you just make an opportunity attack, or is the lunge an actual effect? Be clear on who the opportunity attack is made against.
"The AC lose is only active for the Jester's lunge." - If the AC reduction is only for this single attack, why not just make it a bonus to the attack roll?
"If the Jester were to fail the "taunt"," - the Jester isn't the one making the saving throw, so there's nothing that they are failing.
"he is instead 'humiliated' and received a -5 on all damage and attack rolls for three turns." - 5e has designed away this kind of penalty. You would use disadvantage on attack rolls instead. And again, no round counting. This penalty is severe enough that I personally would never bother with this feature, although it's not exactly clear what the benefit is. You also not assume gender. That's why the class features are written in second person perspective.
"provokes an Opportunity Attack on himself. " - Who is making the opportunity attack here? Is it the creature that triggered your opportunity attack? Because they are already making the attack that triggered this whole thing.
It looks like this is at-will, so this could become a complete morass of saving throws and opportunity attacks. Marasmusine (talk) 16:27, 8 September 2017 (MDT)

Suggesting Changes for The Jester's Tarot Cards[edit]

I've been playing this class for 2 years now, and mostly it's been pretty balanced, with some changes for the better. One thing however that I recently noticed, because my character reached level 9, is how confusing and unbalanced(for the worst) most of the cards are. So I made new descriptions for the Tarot Cards, trying to balance them out, thinking about the randomness of the Dark Deck and how interesting picking each card is, without favouring a specific one. I leave my suggestion here, and hope the creator of this class can improve uppon this part of the class, especially by defining what is an action, a bonus action and a reaction.

Light Deck:

-The Magician:

   As an action, the jester can conjure 1 rare magical weapon of his choice that lasts for the next hour.

-The High Priestess:

   The Jester can use his bonus action to convert half of the damage done by the Jester in his turn into hitpoints.

-The Empress:

   As an action, the Jester gets a +2 to all saving throws for the next 4d6 minutes.

-The Emperor:

   If the Jester is hit by an attack and drops below 1 hitpoint, he may use a  reaction to postpone his death until the end of the Jester's next turn.

-The Hierophant:

   As an action, the Jester gains a +3 on Stealth or Insight checks for the next 10 minutes.

-The Lovers:

   When one ally is struck within 30 feet of the jester by a hit that causes their hit points to drop to 0 or lower, the jester may use his reaction to swap half his hit points with their ally.

-The Chariot:

   The Jester gains the ability to knock a single enemy within 30 ft of them unconscious for one minute using an action. The target must roll a DC WIS save of 8 + CHA + Proficiency. If they succeed the save, they do not fall unconscious. They can roll another save at the beginning of their turn to try to regain consciousness early.

-Strength:

   As a bonus action, the Jester can use this card to double the damage dealt after the attack hits in exchange for rendering both arms unusable for 6 seconds.

-The Hermit:

   As an action, the Jester gains the ability to telepathically relay information to everyone he considers allies, within 100 miles, for 5 minutes.

-Justice:

   When the jester is attacked he can halve the damage that would be dealt to him, dealing the other half to his opponent as a reaction.

Dark Deck:

1. The Thief

   As an action, the jester can turn invisible if they are in dim-light or darkness for the next 5 rounds.

2. The Watcher

   As an action, for the next 5 minutes you can see through magical and non-magical darkness.

3. The Moon

   As a bonus action, when you cast this card all lights within 120ft are snuffed out; magic lights are snuffed out for 10min and non-magic lights are snuffed out forever.

4. The Hanged Man

   As an action, the Jester is able to restrain a single humanoid target with magical rope. The target must role a DEX saving throw with a DC of 8 + half Jester's level rounded down + DEX mod. If they succeed the Save, they are only restraint. If they fail the save, the Jester can choose to whether or not hang the target by their neck, dealing 1d8 damage per turn until the target is released by an outside force.

5. Death

   As an action, the Jester marks this enemy for death, repeatedly dealing 1d12 necrotic damage to the enemy at the end of his turn. Additionally, if the target's hit points fall to 0 within 3 rounds of being afflicted by this card they die instantly. If the enemy doesn't die within the next 3 rounds, the Jester falls to -1 hitpoints and the effects end on the enemy.

6. Temperance

   As a reaction, the Jester is able to take the damage of an enemy in turn sequences evenly divisible by the damage to the lowest number of rounds possible. E.G, if an enemy deals 12 damage to the Jester, he is able to take 6 damage one turn and then 6 damage his next turn AFTER he finishes his actions.

7. The Tower

   As an action, the Jester is able to destroy any weapon within 20 ft from him that is not magical.

8. The Star

   As a reaction, the Jester may force succeed a saving throw made by one ally nullifying the effects on the ally at the expense of receiving the effect of a failed saving throw themselves. 

9. The Sun

   As an action, the Jester can instantly negate all negative mind effects afflicting him or a single creature they can see.

10. Judgement

   As an action, the Jester is able to revive a single ally within 60 ft of them from death the round that they fail their last death saving throw, but at the cost of knocking the jester unconscious for 1d8 rounds.
Home of user-generated,
homebrew pages!


Advertisements: