Jester
Jesters turn battle into a bloody drama, a mischievous comedy, or a heroic epic, inspiring and encouraging their allies through song, dance, performance, and a good laugh. From the court of lords, to the village festival grounds, to the ruined dungeons of the Depths, the fool’s entertainment is likely to be welcome by all except the enemy.
Jester’s Bardic Arts
As a Jester, when you are capable of choosing new Bardic Arts, you may also choose from this list.
Bardic Art | AP Cost | Description |
|---|---|---|
Detestable Taunting | 5 | You target a creature that can hear you and berate it verbally. If the creature understands you, it must succeed a contested Charisma check against you or be Shocked for the next hit it takes, and Taunted until the end of it’s next turn. |
Pirouette | 1 | When you target a creature with a melee weapon attack, you can gracefully whirl about, making it harder to defend against your strike. You gain an accuracy bonus equal to your Charisma bonus, up to +5, for the attack. |
Spelldancer | 1 | When you cast a spell, you add a flowing dance as an additional somatic component of the spell. In doing so, you gain 10 feet of movement that is treated as if you took the Disengage action. This extra movement must be performed before the spell has been cast. |
Cruel Joke | 4 | You target a creature that can hear you, and insult it deeply, making a joke at it’s expense. The target creature gains a -3 reduction to it’s next Charisma saving throw, skill check or ability check within 1 minute. |
Actor & Manipulator | 3* | Before you take an action or move, you may change your position in Initiative by up to a difference of 10. When you use this bardic art, your turn ends. At the start of your next turn, you start with 3 less AP. |
Unsettling Mania | 1 | When you kill a target with a melee attack, you can choose to burst into a fit of craze and manic laughter. Enemy creatures within 5 feet of the target you killed make a Charisma saving throw with a DC of 8 + your Charisma bonus. On a failed save, a creature is Frightened by you. At the start of an effected creature’s turn, they may attempt to spend 1 AP any number of times to no longer be Frightened by you. |
Mockery
At Level 1, you can employ your uses of Inspiration to instead Mock a target creature. Mockery’s dice improve alongside your Inspiration dice.
Once per turn and for 2 AP, you may choose one creature other than yourself within 60 feet of you that can hear and understand you, and Mock them, granting them a Mockery die. A creature with a Mockery dice gains a d6 die that you can roll and subtract from any d20 roll the creature makes within the next 10 minutes. After you use the Mockery die it is expended.
You can wait until after the d20 is rolled before deciding to use the die, but only before the GM says whether the roll succeeds or fails.
A creature can have only one Mockery die at a time.
Jester’s Acrobatics
At Level 5, you gain advantage on Acrobatics checks you make, and taking the Dodge action costs 1 less action point, to a minimum of 1.
Dance of Death
At Level 9, when you make an attack, you gain 5 feet of Movement.
Performance Artist
At Level 13, once per turn, when you make an attack, your Finale counter increases by 1.
Fool’s Evasion
At Level 17, while you are under the effects of the Dodge action, you gain 2 additional AC.
Additionally, taking the Dodge action costs 1 less action point, to a minimum of 1.