So I am almost done, Just a few more tweaks and I should be done to for the final round of edits.
THE JESTER in a nutshell
Hip point: d8
Weapons:none
Armor: light
Tools: poisoner’s tool, and 2 instruments
Saving throws: dex and cha
Skills: same as rouge
1]
“Prop user”: gains half their proficiency bonus to improvied weapons and all non proficient weapons. Can use any size weapons as long as he can actually pick them up.
Spell casting: same as bard, but for a few changes.
Arcane focuses are Instruments & rods.
Jester will learn less spells, and pick off of the Jester spell list.
“Harlequin’s mark”: Pick from Painted or Mask. Each will give their own bonuses. Listed later
2
“laugh it off”: add charisma mod to saving throws.
3
“I’ve been hit”: after being hit with an weapon attack, he can use his reaction to be flung away. The dc = total damage, moves a foot per damage reduced. If he can’t move, then 6d per square not moved due to obstruction.
Sneak attack: slower than rogues, against 1d6 every 3 levels. Next bonus is at level 6. Max sneak attack is 6d6.
4
“Hey look, obvious distraction”: as an action, gems, artwork, or other shiny/colorful/ distracting objects, can target any one in 40 feet, that you can see.. Dc = jester spell dc, for intelligence. If fail, the next attack on the creature is done with advantages. Can’t be affected again it succeded the save. And can be done Charisam mod per shot short rest. Need an item to throw. ((maybe, but for how much the person fails by; that number is how many attacks get advantages on the target.))
5
“Cruel comment”: Deception check vs targets charisma save. If they fail, the target receive disadvantages on the next attack roll, saving throw, or ability check. Can do this charisma modifier/short rest times.
8
“Low comedy” choose melee attack roll, ranged attack roll, spell attack roll, any saving throw or any skill. The person makes a charisma save. If failed, they suffer disadvantages on chooses roll. This last for 1d4 rounds + the difference between the dc and the roll. The jester can do this charisma modifier/ long rest.
9
“slapsick”: on a successful sneak attack, the target movement speed is cut in half till your next turn.
10
“Jack-the-box king”. The jester can make and dismantle traps. He gains proficiency with tinker’s tool and can spot traps while walking at a normal pace. His speciality is jack in the box, which you can make to explode, release gas, shoot a dart, etc. also gains advantages to disarm traps, he then can dismantle them for parts.
11
“What is up my sleeve”: the jester can pull any none magical weapon out of thin air. Roll a slight of hand check, if any one can see your hands then they roll a perception check. If you win the roll, you pull out 1 non magical weapons. This weapon last for 1d4 + charisma modifier rounds. After it expires it will just fade, and people will just kind of forget you had it.
12
“killer clown”: you can make some one fear you. Roll and intimidation check vs their charisma save roll. If you win then you can choose if them run away as if frighten or are frozen stiff with fear. They would be afraid of you for a minute or until taking damage.
14
“Annoy the gods” you can stop an effect that is affecting you, like being charmed or frightened or even some curses. After a short rest, you can stop the effect of 1 thing effecting you.
16
“knock you off your feet”: if you hit with a sneak attack, you can use you bonus action to try and knock them prone.
18
“swan song” as he leave this world, the jester can make on last joke. He can preform any spell he know like he had cast contingency before hand. But this time can target others instead of self.
Painted mask
1
Gains proficiency with disguise kit.
Advantages on persuasion checks.
7
“Mime” Can preform a spell with a verbal component, without doing the verbal component. The jester can do this proficiency bonus + charisma modifier / long rest
20
“Unpredictable” The jester is always being random and doing what is unexpected. So much so that magic can’t understand him. Any divination magic trying to locate him or learn something about him have a chance of failing or giving false info. If the spell is targeting the jester directly then see if the spell fails or succeeds, if it succeeds then flip a coin and call heads or tail. Then roll a d100, call high(>=51) or low (<=50). If you get what you called both times, or if you don’t get what you called either times then the spell works with out a hitch. But if you get 1 you called and the other you don’t, then the spell give false info. If the spell is looking in an area and isn’t trying to find the jester but does, roll a d100, it fails with <=33, false if >=34&<=65, and succeeds with >=66.
A Real mask
1
When doing arcane or history checks on mask, the jester gets his proficiency bonus doubled, even if the jester isn’t proficient in either skill.
Advantages on deception checks
7
“So cold gaze” the jester can prefore some spell with out doing the somic component. Can do this proficiency bonus + charmisa modifier / long rest
20
“The Last laugh” They say death gets the last laugh, but for the jester of the mask, He gets the last laugh. The jester, as long as he has a mask on, will not suffer the effect of aging and will not die of old age.