The Taliesin Jaffe (5e Subclass)

From D&D Wiki

Jump to: navigation, search
Jester.jpg
April Fools!
This content is not designed for use in regular games, and may affect overall balance and gameplay. Take caution when using this material.

Taliesin Jaffe[edit]

Reeling back from a blast of fire, a human feels a trembling hand on their shoulder, steadying them, their spell remaining strong. A tiefling smiles placidly across the table, the voice in their ear whispering just what to say to unnerve their opponent. A gentle brush against their hand, and the firbolg's magical blast explodes far more violently than usual.

Followers of this patron are few and far between, but they all share the same unnatural luck and penchant for chaos as their benefactor.

Expanded Spell List[edit]

1st Level

Hex, Chaos Bolt

2nd Level

Suggestion, Enthrall

3rd Level

Fear, Blink

4th Level

Phantasmal Killer, Confusion

5th Level

Dominate Person, Legend Lore

Subclass Features[edit]

Silver Tongue

At level 1, you know the Vicious Mockery cantrip.

Uncanny Luck

At level 1, your penchant for chaos has attracted the intrigue of your benefactor. Once per long rest, you can choose for an attack to do one more die worth of damage. This only occurs on weapons or spells that only target a single target, with a single damage die. This increases to twice per long rest at level 6, three times at level 10, four times at level 14, and five times at level 20.

Subtle Speech

At level 6, your patron has taught you the ways of speaking without saying anything. You gain proficiency in the Persuasion and Deception skills; if you already have proficiency, you add double your proficiency bonus. Additionally, you learn the Friends cantrip and can cast Charm Person a number of times equal to your Charisma modifier (minimum 1) without the need for material components. You regain all uses after a long rest.

Chaotic Mind

At level 10, your patron's ways have influenced your own. If you're not already, you become a chaotic alignment. Additionally, you gain advantage on saving throws against being charmed and frightened, contested checks against Wisdom (Insight), and saving throws to reveal information about you (such as your alignment).

Anti-Wheaton

At level 14, your luck is far greater than any mortal odds. Once per long rest, you can choose for a successful attack to become a critical hit. This increases to a number of times equal to your Charisma modifier (minimum 1, maximum 3) at level 20.


Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!


Advertisements: