Base Class: Warlock
A strong spirit hailing from the plane of Pandamonium, The Jester is a chaotic creature, kind as an angel one minute and as ruthless as a demon the next. The Jester thrives on unpredictability and chance, often meddling in mortal people's lives out of boredom or even compassion. The Jester is an active patron, often choosing to appear to their followers physically when possible. However, this form does change depending on the follower. Followers of The Jester are hand-selected and, for that reason, very rare.
Expanded Spell List
The Jester lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Fiend Expanded Spells
| Spell Level | Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Wheel Of Fortune
Starting at 1st level, on your first turn in combat as a bonus action, you may roll a 1d8 to receive a random +1 weapon that you become proficient with from the table below, and You may use your charisma modifier for attacks and damage. This weapon lasts until you dismiss it as a free action or you finish a short rest, once dismissed you cannot use this feature for an hour.
[roll]1d8[/roll]
1: Brass Knuckles
2: Maul
3: Longbow w/ 40 arrows
4: Rapier
5: Longsword
6: Spear
7: Heavy Crossbow
8: Jesters Tome
A better hand
Starting at 6th level, you can call on your patron to alter the weapons you summon Whenever you summon a weapon from Wheel Of Fortune, you may choose to roll a 1d10 on the table below to change the weapons damage type
1: Poison
2: Cold
3: Fire
4: Thunder
5: Lightning
6: Necrotic
7: Acid
8: Force
9: Radiant
10: Psychic
Fools Luck
Starting at 10th level, you can choose to pass a saving throw or ability check automatically after the dice is rolled, but before the results are said, you can do this once per long rest.
Grand Finale
Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target to the Dread Circus. The creature disappears and hurtles through a colorful nightmare carnival.
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fey, it takes 10d10 psychic damage as it reels from its horrific experience.
Once you use this feature, you can’t use it again until you finish a long rest.
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