Jester
Strumming a lute, the half elf watches as her half orc companion swings his axe at an owlbear, invigorated by her song. She pulls out a dagger, throwing it at her companion's target and grinning as it hits its mark.
Jumping down a cliff and arriving at the bottom with a roll, the playful gnome gets up quickly to jab his rapier into the goblin. He winks to his companion, who attacks in tandem, quickly dispatching the monster.
Bringing her fingers to her mouth, the dwarf lets loose a string of insults, knocking her enemies off of their feet. She laughs as they fall in the mud, readying a spell to knock them over as soon as they try to stand up.
The red dragon looks up from his pile of gold at the lone human. It lets out a deep gust of burning flames and watches in surprise as he nimbly dodges before plunging his longsword into the dragon's stomach.
Whether a fool, acrobat, musician or rogue, a jester uses talent and hard work to strike swiftly, aid allies, avoid danger, and ridicule enemies. They use wit and comedy to aid their fighting, and surprising tactics to ensure victory for themselves and their teammates.
Jesting
Throughout the worlds of fantasy, true skills and wit are rare, and those that have such talents wield it powerfully. The jester is a master of wit, comedy and technique, able to entertain crowds, court rulers, and fill a tavern. Throughout the world, jesters are always appreciated, especially in troubling times.
The Court's Fool
Jesters, also known as fools or clowns, were common both with peasents, performing in taverns and pubs around the countryside, and with nobility, able to mock nobles and even the royalty. Such fools that stayed with the nobility were often used by monarchs to establish a social order, by having the nobles be aptly mocked and set in their place. Such skills translate well to an adventuring jester, able to use their comedic mockeries to bolster allies and barrage enemies.
Creating a Jester
When creating a jester character, consider the following. Where did you learn your craft? Were you taught by another jester, a college or institute, or did you teach yourself? How did you become interested in becoming a jester, or did you want to choose this path?
What are some works of art you have created? Who are some notable people you have performed before? Do you prefer the rich, or the poor? How do you feel about other jesters?
Quick Build
You can make a Jester quickly by following these suggestions. First, Dexterity and Charisma should be your highest ability scores. Your next highest ability score should be Constitution. Second, choose the charlatan background.
Jester
Level | Proficiency Bonus | Features | Harlequin Die |
---|---|---|---|
1st | +2 | Harlequin Romance, Trickster's Slight | 1d4 |
2nd | +2 | General Mirth | 1d4 |
3rd | +2 | Jester's Court | 1d4 |
4th | +2 | Ability Score Improvement | 1d4 |
5th | +3 | Trickster's Slight improvement (2 times) | 1d6 |
6th | +3 | Harlequin Romance improvement, Jester's Court feature | 1d6 |
7th | +3 | Cheater's Twirl | 1d6 |
8th | +3 | Ability Score Improvement | 1d6 |
9th | +4 | Clown's Aim | 1d8 |
10th | +4 | Jester's Court feature | 1d8 |
11th | +4 | Cheater's Twirl improvement (1-2), General Mirth improvement (2 times) | 1d8 |
12th | +4 | Ability Score Improvement | 1d8 |
13th | +5 | Fool's Luck | 1d10 |
14th | +5 | Jester's Court feature | 1d10 |
15th | +5 | Grinning Chuckles | 1d10 |
16th | +5 | Ability Score Improvement | 1d10 |
17th | +6 | Cheater's Twirl improvement (1-3), Trickster's Slight improvement (3 times) | 1d12 |
18th | +6 | Swindler's Wink | 1d12 |
19th | +6 | Ability Score Improvement | 1d12 |
20th | +6 | Laughingstock | 1d12 |
Class Features
As a Jester, you gain the following class features
Hit Points
- Hit Dice: 1d8 per Jester level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Jester level after 1st
Proficiencies
- Armor: light armor
- Weapons: simple weapons, hand crossbows, longswords, rapiers, scimitars, shortswords, whips
- Tools: none
- Saving Throws: Dexterity, Charisma
- Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Religion, and Stealth.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier or (b) a simple weapon
- (a) a shortbow and quiver of 20 arrows or (b) a shortsword
- (a) a dungeoneer's pack, (b) a entertainer's pack, or (c) an explorer's pack
- Leather armor, any simple weapon, and two daggers.
Alternatively, you may start with 4d4 × 10 gp to buy your own equipment.
Multiclassing
Prerequisites. To qualify for multiclassing into the jester class, you must meet these prerequisites: Dexterity and Charisma 13.
Proficiencies. When you multiclass into the jester class, you gain the following proficiencies: Light armor, simple weapons, one skill from the class's skill list.
Harlequin Romance
Starting at 1st level, your wit and grace rub off in your actions. Choose two skills you are proficient in and one skill that you are not proficient in. These are Harlequin skills for you. When you make an ability check with a Harlequin skill, you can add your Harlequin die, which is a d4, to the result.
At the end of a long rest, you can change your Harlequin skills to other skills, provided they meet the requirements.
Your Harlequin die gets bigger at higher levels, as shown in the Harlequin Die column of the Jester table.
Beginning at 6th level, you can choose one additional skill you are proficient in and one skill you are not proficient in as Harlequin skills.
Trickster's Slight
Starting at 1st level, you have learned to strike with ease and finesse. Once per turn, you can deal additional damage equal to your Harlequin die to one creature you hit with an attack.
Beginning at 5th level, when you use Trickster's Slight, you can instead add your Harlequin die twice, and beginning at 17th level, you can instead add it three times.
General Mirth
Starting at 2nd level, you can share your laughter and glee with those around you. As a bonus action, choose one creature within 30ft of you. That creature deals additional damage equal to your Harlequin die the next time it hits a creature with an attack.
Beginning at 11th level, when you use General Mirth, the creature can instead add your Harlequin die twice.
Jester's Court
At 3rd level, you choose a court that represents your skills and abilities. Your archetype choice grants you features at 3rd level and again at 6th, 10th and 14th level.
Cheater's Twirl
Starting at 7th level, if you roll a 1 with your Harlequin die, you can choose to add that result to the total and roll it again. You can continue rolling extra dice until you roll a number that is not the maximum.
Beginning at 11th level, you can use your Cheater's Twirl with a roll of 1 or 2, and beginning at 17th level, you can use it with a roll of 1-3.
Clown's Aim
Starting at 9th level, you have become steady in the face of jests. When you make an attack roll on your turn, you can add your Harlequin die to it.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Fool's Luck
Starting at 13th level, you can escape deadly situations seemingly by chance. Choose one saving throw you are proficient in and one saving throw you are not proficient in. You can add half your Harlequin die to the result.
At the end of a long rest, you can change your chosen saving throws to other saving throws, provided they meet the requirements.
Grinning Chuckles
Starting at 15th level, when you use your General Mirth, the creature also has advantage on their next attack roll.
Swindler's Wink
Starting at 18th level, once per turn, you can choose to use your Cheater's Twirl, regardless of the die roll.
Laughingstock
Starting at 20th level, you have become the epitome of ridicule. As an action, you can speak loudly, inspiring your allies to fight with vigor as they chortle and giggle. Creatures of your choice within 30ft of you can add your Harlequin die to their damage rolls until the end of your next turn.
Once you use this feature, you can't use it again until you finish a long rest.
The Jester Class
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You can find a changelog for this class here.
"jester" icon by SVG Silh.
"Yisan, the Wanderer Bard" by Chase Stone.
"Hall of Triumph" by Ryan Yee.
Stains by flamableconcrete
"Jester" is unofficial Fan Content permitted under the Fan Content Policy. Not approved or endorsed by Wizards of the Coast. Portions of the materials used are property of Wizards of the Coast.
Jester's Court
Every jester identifies with a particular style, teaching or philosophy on their art. Some prefer more physical performances, others with performances of stories and tales. Some
Court of the Circus
Jesters of the Court of the Circus are skilled acrobats and tumblers, able to twist and jump their way out of any dangerous situation. Many have backgrounds in trapeze, or as part of a travelling circus. These jesters gained their skills through training and their
Fast Feet
Starting at 3rd level, you gain proficiency in acrobatics. Additionally, you can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
Tumbling Acrobat
Starting at 3rd level, you have started to master acrobatic maneuvers, evading some danger and escaping harm. As a bonus action, you can tumble until the end of your turn. While tumbling, you gain the following benefits:
- You gain the benefits of the Disengage action.
- You take half damage from falling.
- Your jump distance is increased by two times your Harlequin die.
Tripping Fool
Starting at 6th level, your agility has grown to a point where you can easily knock others to their feet beside you. When you mane a melee weapon while tumbling, you can attempt to shove the target as part of the attack.
Evasion
Beginning at 10th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Master Gymnast
Starting at 14th level, you have mastered the art of tumbling. As a bonus action, you can enter a performance. While performing, you gain the following benefits:
- You gain the benefits of tumbling.
- You have advantage on Dexterity checks and saving throws.
- When you make a weapon attack, you can immediately move up to half your movement speed.
The performance lasts for 1 minute and ends early if you are incapacitated or choose to end it (no action required).
Once you use this feature, you can't use it again until you finish a long rest.
Court of Crowns
Jesters of the Court of Crowns can often be found amidst royalty, performing for them and being the subject of their amusement. Some jesters of this calling often receive training from a knight who has taken it upon themselves to take the jester as a squire, while others learn their skills from the back alleys and dungeons of castles.
Bonus Proficiencies
At 3rd level, you gain proficiency with martial weapons and medium armor.
Royal Decree
Starting at 3rd level, you have gained some of the traits of the nobility you perform before. As an action, you can speak a Royal Decree, targetting a creature within 30ft of you. The target must succeed on a Charisma Saving throw (DC = 8 + your charisma modifier + your proficiency bonus). On a failed save, the target takes psychic damage equal to two times your Harlequin die + your charisma modifier. You can use your Cheater's Twirl on the Harlequin die used for this feature.
At 5th level, the damage increases to three times your Harlequin die. And at 17th level, the damage increases to four times your Harlequin die.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Grim Resistance
Starting at 6th level, choose one damage type. When you take damage, you can use your reaction to roll your Harlequin die and reduce the damage by that amount.
At the end of a long rest, you can change your chosen damage type to another damage type.
Iron Stomach
Beginning at 10th level, you can stoicly hold your own against certain effects, such as a lich's disrupt life or a blight spell. When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
King's Performance
Starting at 14th level, you can perform your skills in a manor fit for the highest of kings. As a bonus action, you can enter a performance. While performing, you gain the following benefits:
- You have resistance to bludgeoning, piercing and slashing damage.
- When a creature fails its saving throw against your Royal Decree, it is also frightened or charmed (your choice) until the end of its next turn.
- You can use Royal Decree without expending a use.
The performance lasts for 1 minute and ends early if you are incapacitated or choose to end it (no action required).
Once you use this feature, you can't use it again until you finish a long rest.
Court of Stars
Jesters of the Court of Stars are much more whimsical than others, being performers of the fairy tale and fantasy. They have gained their abilities through the powers of performance, gaining spell powers akin to a bard. Some of these jesters learned their trade in colleges or from others in the trade.
Unarmored Defense
Starting at 3rd level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.
Spellcasting
When you reach 3rd level, you gain the ability to cast spells.
Cantrips. You learn three cantrips: vicious mockery and two other cantrips of your choice from the bard spell list.. You learn an additional bard cantrip of your choice at 10th level.
Spell Slots. The Court of Stars Spellcasting table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level bard spells of your choice.
The Spells Known column of the Court of Stars Spellcasting table shows when you learn more bard spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the bard spells you know with another spell of your choice from the bard spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability. Charisma is your spellcasting ability for your bard spells, since you learn your spells through skills and performances. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Borrowed Magic
At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Court of Stars table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know.
—Spell Slots per Spell Level—
Court of Stars Spellcasting
Jester Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|---|
3rd | 3 | 3 | 2 | — | — | — |
4th | 3 | 4 | 3 | — | — | — |
5th | 3 | 4 | 3 | — | — | — |
6th | 3 | 4 | 3 | — | — | — |
7th | 3 | 5 | 4 | 2 | — | — |
8th | 3 | 6 | 4 | 2 | — | — |
9th | 3 | 6 | 4 | 2 | — | — |
10th | 4 | 7 | 4 | 3 | — | — |
11th | 4 | 8 | 4 | 3 | — | — |
12th | 4 | 8 | 4 | 3 | — | — |
13th | 4 | 9 | 4 | 3 | 2 | — |
14th | 4 | 10 | 4 | 3 | 2 | — |
15th | 4 | 10 | 4 | 3 | 2 | — |
16th | 4 | 11 | 4 | 3 | 3 | — |
17th | 4 | 11 | 4 | 3 | 3 | — |
18th | 4 | 11 | 4 | 3 | 3 | — |
19th | 4 | 12 | 4 | 3 | 3 | 1 |
20th | 4 | 13 | 4 | 3 | 3 | 1 |
Precognition
Beginning at 10th level, you can face effects, such as a mummy lord's dread glare or a weird spell, as you would face. When you are subjected to an effect that allows you to make a Wisdom saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Tales of the Stars
Starting at 14th level, you can spin a tall tale that all wish to hear. As a bonus action, you can enter a performance. While performing, you gain the following benefits:
- You have advantage on saving throws against spells.
- When you enter the performance, choose two bard spells of 2nd level or lower that you can cast. You can cast these spells once without expending a spell slot. When you cast a spell using this feature, you can add your Harlequin die twice to one damage roll. When you reach 17th level, you can instead add your Harlequin die three times.
The performance lasts for 1 minute and ends early if you are incapacitated or choose to end it (no action required).
Once you use this feature, you can't use it again until you finish a long rest.