The Jester Times are looking grim, evil forces have spread fear among the people and hope is scarcely found. Even what used to be the greatest warriors have now taken to the tavern rather than the battlefield. The sound of laughter approches and the jester takes to the scene, he brings with him a certain aura of joy and glee. He begins to tell some of the most curious tales that he has to offer. In a matter of minutes he has found a party willing to follow him into adventure. The Selfless Entertainer In many ways a jester can call himself truly selfless. Though they are mischievous little buggers their goals are shaped by the desires and needs of their companions. They will not be the first to throw thamselves in the way of an incoming attack with the intent to save an ally but they are the motivating smile behind the raging barbarian, the voice of reason to the overzealous fighter and the foot in the face of the numbskulls who mock the bard's songs. Who's the Fool Now? Though it might seem like jesters are all bark, you could be sourly mistaken. For, like an overprotective guarddog, they will definnitly bite anyone who threatens their companions. When provoked a jester a will likely not phicically attack but rather use their wits to retaliate. In a band of misfits the jester is the one to wield words as his greatest weapon. For those who travel with the jester will come to know the meaning of comradery.

Creating a Jester When creating a jester, consider why your character feel such a strong bond with the ones close to them. What drives your jester to be so selfless? Maybe you need to be around other who value you in order to dampen the chaos of your mind. Or maybe an event in your past left them to be terified of being left alone with nothing but your own thoughts. The ways of the jester might also occur to royal figure who has cracked under the pressure of her destiny and taken to the road rather then the throne. But they might just as well lend themselves to an orphan who has lived on the streets and now seeks the comfort by the side of others. Quick Build you can make a jester quickly by following these suggestions. First, your highest ability score should be Charisma, followed by Intelligence or Dextarity if you plan on playing the affectation trickster. Lastly, choose the entertainer background. Class Features A jester gains the following class features. Hit Points Hit Dice: 1d8 per jester level

Hit Points at First Level: 8 + your constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per jester level after 1st The Jester Level Proficiency Bonus Features Cheer Die 1st +2 Cheer, Skidaddle d4 2nd +2 Distract, Defender's Pride d4 3rd +2 Jester's Affectation d4 4th +2 Ability Score Improvement d6 5th +3 Frolic Avail, Inspiring Antics d6 6th +3 Perpetual Nuisance d6 7th +3 Affectation Feature d8 8th +3 Ability Score Improvement d8 9th +4 Jinx d8 10th +4 Delightful Ambiance d8 11th +4 Affectation Feature d8 12th +4 Ability Score Improvement, Moral Nexus d10 13th +5 Laughter Medicine d10 14th +5 Giggling Hazard d10 15th +5 Affectation Feature d10 16th +5 Ability Score Improvement d10 17th +6 Out with a Bang d12 18th +6 Influential Figure d12 19th +6 Ability Score Improvement, d12 20th +6 Jester's Entrance d12 Proficiencies Armor: Light Armor

Weapons: All Simple Weapons

Saving Throws: Dexterity, Charisma

Skills: Choose two from: Deception, Intimidation, Investigation or Persuation. Equipment You start with the following equipment, in addition to the equipment granted by your background. Leather armor and any musical instrument It is important to note that you are in no way at all proficient with your chosen equipment nor do you have any intent to learn the instrument. You simply carry it along and occasionally use it to irritate people.

Cheer Beginning at 1st level a jester will aid his allies when they have been hurt. You can use your reaction whenever an ally has sustained damage to give them a bonus on their next action. This bonus is equal to one cheer dice + your combined charisma modifiers. Additionally if this ability is used on an attack the same bonus can be added to it's damage. The choice cheer die has to be made at any moment before the check/attack determined to fail or hit. Your cheer dice start of as a d4 but increase at higher levels as shown in the jester table. You can use this ability a number of times equal to your Charisma modifier per long rest (minimum of one). Skidaddle Also starting at 1st level you can use your action to skidaddle out of a dangerous situation. You expand your movement to get to an ally you can reach and seek cover behind them. Movement in this way does not provoke opporunaty attacks. The ally now counts as half cover. The ally who is protecting you gains adventage on his following action if the Skidaddle is not ended before then. If the creature is one or more sizes larger than you it counts as 3/4 cover. The Skidaddle ends if either you or your ally is moved in Loathful Chant Beginning at 2nd level, you can use your general flair and obnoxiousness to distract foes in battle. During combat, you can use your action to target a creature adjacent to an ally and force it to make an Intelligence saving throw. On a failed save, all attack rolls against the target gain advantage and deal bonus damage equal to your proficiency bonus. The target has advantage on attack rolls against you. This effect lasts until the beginning of your next turn. After using this feature, you can't do so again until you complete a short or long rest. Jester DC. The DC for all saving throws agianst you is equal to 8 + your proficiency bonus + your Charisma modifier. Defender's Pride Also from 2nd level when an ally kills a creature while protecting you, you split a pool of temporary hit points equal to your Charisma modifier + your proficiency bonus among you and your protector. If the fatal blow does any exces damage you can add the same amount of hit points to the temporary hit point pool. Jester's Affectation At 3rd level you must choose a Jester's Affectation, which are described below. You gain a feature from this Affectation, at 3rd level, 7th level, 11th level and at 15th level. Every Affectation has its own gimmick, a weapon or tool that can be held at any time and can be stored in a pocket dimension. It can be summoned or dispelled to or from the pocket dimension as a bonus action. Optional Rule If you truely want to embody the chaotic nature of this class, use this optional rule to decide which Jester's Affectation you will play as. Grab a deck of cards, spread all of them facing away from you and choose one at random. The suit of the card will determine your Affectation. Jester's Affectation Suit Affection Diamonds The Harlequin Clubs The Ringmaster Hearts The Quipster Spades The Trickster

Frolic Avail Beginning at 5th level whenever an ally makes makes a saving throw you can use your reaction to add one of you cheer dice to the saving throw. You can use this ability a number of times per long rest equal to your Charisma modifier (minimum of one). Additionally when you use this ability on an ally who is protecting you they gain adventage on their saving throw. Inspiring Antics From 5th level and beyond when you deal a finishing blow you are filled with pure joy which spreads to your comrades. Every ally within 15ft of you when the blow is dealt gains one of your cheer die to add to the next damage they deal. Perpetual Nuisance At 6th level you learn to use your quips as blades to the enemy's morale. As a bonus action you can cast vicious mockery on an enemy. You can add your Intelligence modifier to the damage dealt. Jinx At 9th level any enemy you have used your perpetual nuisance or loathful chant on is now jinxed by you. Every time they make an attack roll you can subtract one of you cheer dice from it. If they deal any damage subract the same amount. A jinxed creature can spend it's action** trying to clear it's mind. To do so it must succeed om an intelligence saving throw against your jester DC. The maximum number of creatures you can have jinxed at any time is equal to half your Intelligence modifier rounded down (minimum of one). Delightful Ambiance Beginning at 10th level your jester is a source of joy to all who surrond them. All allies within 10ft of you are filled with a satisfying warmth rendering them immune to being charmed, frightend or stunned. In addition if a friendly creature within 10 ft of you is damaged beyond half of their hit points they regain an amount of hit points equal to one of your cheer dice + your Charisma modifier. This effect can only happen once per friendly creature. Moral Nexus Starting at 13th level your general positivaty draws out the best in your companions and intimidates your opponents. Any ally moving towards you gets an extra 10ft of movement. Enemies moving towards you gets 10ft of their movement taken away. Laughter Medicine At 12th level when times seem dire you use your humour to lighten the mood. Whenever an ally fails a saving throw you attempt to but turn their frown upside down. To do so you make the same saving throw your ally failed on. If you succeed to beat the DC roll one of your cheer dice and at that amount of temporary hit points to both you and your ally. Giggling Hazard Beginning at 14th level your quips are so fire that they pose a serious hazard to the recievers. Whenever one of your allies is attacked you can use your reaction to lauch your wittiest quip at the attacking foe forcing them to make an Intelligence saving throw. On a failed save they suffer the damage of it's own attack + your Intelligence modiefier in pshychic damage. All damage to the attacked ally is negated. You can use this ability once per long rest. Out with a Bang Starting at 17th you drop to 0 Hit Points you can make a Constitution saving throw against a DC of 10 + half of any exces damage dealt on your killing blow. If you succeed on your saving throw you are imediatly stabalised to one Hit Point but make it seem as though you were dead (see feing of death). On your turn you can choose to spring back to life as a bonus action and have adventage on attacks against anyone you decieved. If you fail the saving throw you automatically fail on two death saves. You can use this ability once per combat or out of combat once per short or long rest. Influencial Figure At 18th level you learn to maximise the effect you have on people. Anyone who beares witness to your temperament is overwhelmed by your message. You now always have adventage on rolling one of your Cheer dice. Jester's Entrance At 20th level, when facing conflict you spill with excitement and this carries over to your party, giving them a sertain edge over your opponents. Whenever you roll initiative you can choose to lower your own initiative by one of your Cheer dice. If you do so every enemy attack made before your first turn has it's effect lessened and every friendly attack is empowered. For all attacks your party must endure they count as resistant to it's damage, for all attacks they perform they can add their proficiency bonus to it's damage.

Jester's affectations The Harlequinn The Harlequin allows you to become a more proficient damage source yourself. As a Harlequin you gain the following features. Warhammer Your gimmick is a warhammer with a comicly large head. You can use an action to perform melee attacks as follows. To determine a hit you can add your Proficiency bonus and Charisma modifier to your roll. On a hit the warhammer deals 1d10 + your Charisma modifier in Bludgeoning damage. If you miss howerver, you must succeed on a Dexterity saving throw with a DC of 13 or be knocked prone. After 6th level you do not need to make a Dexerity saving throw. Sweep the Leg At 7th level you become more attuned with your warhammer. You can now somewhat aim the mighty swings of the beast. Instead of performing a regular mellee attack you can attempt to direct your swing to the lower body of a creature. If you succeed to hit the target it is knocked prone and suffers 1d8 + your Charisma modifier in Bludgeoning damage. Additionally you can roll one of your Cheer die and add your cheer bonus to all damage dealt to the creature while in prone position. Thonk At 11th level you can control your hammer well enough to strike a foe right at the top of its head. if you choose to do so the foe must make a Constitution saving throw against your jester DC. If it fails it suffers 1d8 + your Charisma modifier in Bludgoening damage. In Addition you try to send it into a crack in the ground you make with your hammer. The difference between the saving throw and your jester DC will determine the effect that is cast upon the foe as shown directly below. Regardless of the effect given to the creature it will be able to try to escape from it's confinement at the beginning of it's every turn. To do so it must make a Constitution saving throw agiant your Jester DC. Thonk Differance Effect 1-2 Prone 3-5 Restrained 6-8 incapacitated 9 or higher Stunned Batter Up Beginning at 15th level fidn a way to use the momentum of your hammer to your adventage. An an action you can swing it at an enemy from below and send it flying high up in the sky. This attack deals the same damage as a normal warhammer attack. Futhermore you can try to hit them again when they come crashing down at you. You spin your hammer around you as to create momentum and swing it at the falling enemy to hurl it at an other creature you can see within 25ft. The second creature can be either an enemy or an ally. If you hurl the creature at an ally the ally can use his reaction to make an opportunity attack. This again counts as a normal warhammer attack. If you hurl it at an other enemy both of them are knocked prone and take damage as if you had hit them with a normal warhammer attack once more. If you choose not to hurl the enemy they fall prone right before you. They land in prone position and take 1d10 bludgeoning damage. You can use this ability once per long rest. Credit: Shoomlah

The Ringmaster The Ringmaster loves a croud and know just how to play them. As a ring master you gain the following features. Whip Your gimmick is a whip which you can enlarge and dwindle to a maximun of 100ft. Your whip is both a tool and a weapon. As an action you can use your whip for a melee attack on a creature you can see within 10ft. To determine a hit add your Proficiency bonus and your Intelligence modifier to your roll. On a hit the whip deals an amount of damage equal to 1d4 + your Intelligence modifier. As a bonus action you can use your whip to fetch you any item you can see within 40ft of you and weighs less then 1lbs As a Ringmaster you gain the following features. Leading Role Starting at 3rd level you can use your whip to disrupt an enemy attack. Whenever an enemy creature within 15ft of you makes an attack you can use your reaction to try to guide the attack to a new target. The attacking creature Must succeed on a Dexterity saving throw against your jester DC or have it's target changed to any creature within 10ft of the original target that the attacker can reach. You can use this ability a number of times equal to your Charisma modifier per long rest (minimum of one). Hattrick At 7th whenever you excel in combat you feel a burst of satisfaction that reinvigorates you. For every thrid consecutive hit you land you restore an amount of hit points equal to your damage dealt on the last attack. For you every consecutive hit becomes easier than the last. After you first hit someone you start a Hit Sequence and gain the following bonus on your next attack. Hit Sequence Hit Bonus 1st 0 2nd +2 3rd +4 Additionally whenever you roll critical hit you can choose to spend your second rolled damage die to heal yourself instead. You can add your Charisma modifier to the heal. Snaring Jive At 11th level your Ringmaster can wrap his whip around a foe thereby trapping it. As an action you can try to restrain an enemy. The targeted enemy must make a Dexterity saving throw against your your jester DC or be restrained until it's next turn when it can attempt to break free with a Strength saving throw. You can use this ability once per short rest. While a creature is restrained by you, add you Charisma modifier to all the damage it suffors. Every turn the creature is restrained you can move it 10ft in any direction except away from you. The DC for the first attack is influenced by the distence between you and the enemy, as shown in the table directly following. Whip DC Distance DC +20ft -2 20ft +0 10ft +2 Circle* +5 Circle: If you expand your movement to completly circle the foe you gain this boost to your DC. Spotlight Beginning at 15th level you are a true showmen. You love being in the spotlight and know how to give the crowd what they want. For every attack directed at you in a single turn you can add one of your cheer dice to the damage of your next attack. Credit: Grace Gally

The Quipster The Quipster uses their expertise in performance to don a thousand faces. As a Quipster you gain the following features. Masks Your gimmicks are masks. These masks can only be removed or donned by you. Method Acting Starting at 3rd level your Quipster can use their masks to empower a specific facet of their personallity. Swapping between masks can be done as a bonus Action. Naturally you can only use one mask at a time, the other masks you posses are in your personal pocket dimension. At this level you gain acces to the Mask of Rabohr, the Mask of Celair en the Mask of Dissimulon. The effects of the maskes are described in the Quipster table. Many-Faced Madness Starting at 7th level the masks you dawn become a part of you, extentions of your soul. While wearing a mask you get proficient in certain skills and saving throws as shown in the Quipster table. If a mask grants you proficiency that you already have, your proficiency modifier is doubled for it. At this level you gain acces to the Mask of Timour and the Mask of Leporion. Their effects can be given to a foe as an Action if they fail an Intelligence saving throw against your Jester DC. Spiritual Deviancy At 11th level you begin to embrace the personality of the mask more than your own. Their powers entice you, they feel more natural than your face of flesh. You no longer call them masks but rather faces. Everytime you complete a rest wearing eiter the Mask of Rabohr, Celair or Dissimulon its effect carries on until the next rest you take. You can still benefit from your other masks on top of this. At this level you gain the Mask of Consanon. Its effect can be given to a willing creature looking you in the eye as a Bonus Action. An ally can only benefit from this effect once per short or long rest. Tabula Rasa At 15th level you are a mere blank sheet underneath the mask. Your personallity is still reflected through but completely absorbed by the face you are wearing. Every memory of your flesh face has slowly faded away and no one knows what you look like behind your true face. At this level you gain acces to the Mask of Gemellus. You can don this face only one per day as a reaction or bonus action. Credit: Shade-Phase on Deviant Art The Quipster Mask Effects Saving Thorws Skills Robohr Unarmed Strike: 1d6 + your Charisma mod STR,CON Athletics Celair AC: +3, +10ft Movement DEX Acrobatics, Stealth Dissimulon Disduise Self CHA Persuasion, Desception, Intimidation Timour Frighten INT Investigation Leporion Charm WIS Insight, Perseption Consanon Heal 2d6 + your Charisma mod -- Medicine Gemellus Resistance to all Damage Types CON --

The Trickster The Trikster is a mischivous brat with a moral compass that favors havok. As a Trickster you gains the following features. Daggers Your gimmicks are daggers you can summon to your hand as a bonus action. At third level each time you summons daggers one will appear in each hand with a maximum of 2 per hand. At later levels you become more in tune with your daggers an gain the following benefits. Daggers (per hand) Level Summon Max 3rd 1 2 7th 1 3 11th 2 3 15th 2 4 As an action you can thow any number of daggers in your hands at a foe you can see within 60ft. You can also choose to distibute the daggers between multiple enemies. However if the target is further then 20ft away from you, you have disadventage to it. On a hit each dagger deals an amount of damage equal to 1d4 + your Dextarity modifier. As an action you can also use your daggers to perform a melee attack if you have two or less daggers in your hands. To determine if the attack hits add your proficiency bonus and your Intelligence modifier to your roll. On a hit the target suffers an amount of damage equal to 1d4 for each dagger. It is important to note that daggers you use to stab remain in your hand indefinately. However you can only stab using hand that have one dagger in them. A throw dagger dissipates upon contact. Your daggers can only be wielded by you. Visual Trickery Starting at 7th level as an action you can cast an illusion that looks just like you to take your place while you take the hide action. If you hide in this way you have adventage on the stealth check and if your real self hides behind an ally within 10ft you are also proficient at your stealth check and you gain the same benefits as if you had Skidadled. The illusion ends if your dobbelganger is hit with a melee attack or your true self performs a melee attack. You still perform dagger throws and fool creature into thinking they were hit by your dopperganger. You can use this ability once per combat and outside of combat a number of times equal to your Charisma modifier (minimum of one). Hand of Aces At 11th level you can summon more magically advanced daggers to your hand. As a bonus action you can fill both your hands with magical daggers. Roll a d4 to determine which of the following daggers you summon. d4 Dagger 3 Razor 1 Blood 4 Barbed 2 Blunt Blood. The damage you inflict using this type of dagger can be used to restore your own fighting spirit. You can distribute a pool of hit points equal to half the total of damage dealt by the daggers among you and your allies. Additionally you gain an amount of temporary hit points equal to your Dexterity modifier + your proficiency bonus. Blunt. The damage inflicted using this type of dagger is also subtracted from the target's hit point maximum. Additionally any creature hit by one of these daggers can not regain any hit points three turns. Razor. This type of dagger does not miss. All daggers thrown will hit their target granted they are physically able to reach it. Additionally each dagger gets An amount of extra damage equal to your Charisma modifier. Barbed. If a creature is hit by this type of dagger it will take the damage again every turn untill it has spent its action removing the dagger. Removing the dagger deals an amount of damage equal to your charisma modifier. Ricochet Starting at 15th level you are swift and alert at any time allowing you to return fire at any clown who dares attack you from afar. Whenever you suffer damage from a ranged attack you can immediatly use your reaction** to counterattack using any number of daggers you are currently holding. As a part of your reaction you summon dagger at no cost. Credit: Genekelly