Rogue
Base Class: Rogue

The tradition of court jesters is as old as courts themselves, but in modern times the kings of Kale, before the Dark Conquest, became famous for keeping harlequins and comedians of all sorts. Before long, the Thieves Guild of the Pech Quarter in Kale City devised an idea: to recruit some of the jesters of the court and train them as special operatives to keep tabs on the king. These comedians were even eventually trained in the ways of magic to imbue their jokes with power. This idea had varying success— some jesters were successful spies, and some were caught and killed— but the tradition of rogues-turned-jester lived on and spread beyond Kale. Now rogue jesters can be found in all corners of Farland.

Credit: Farlandworld.com

Comedian

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Acrobatics, Deception, Performance, Persuasion, or Sleight of Hand. When using a skill to entertain and make someone laugh, you have advantage on your check.

 

Acrobatics

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Acrobatics, Deception, Performance, Persuasion, or Sleight of Hand.

Deception

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Acrobatics, Deception, Performance, Persuasion, or Sleight of Hand

Performance

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Acrobatics, Deception, Performance, Persuasion, or Sleight of Hand

Persuasion

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Acrobatics, Deception, Performance, Persuasion, or Sleight of Hand

Sleight of Hand

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Acrobatics, Deception, Performance, Persuasion, or Sleight of Hand

Vicious Jest

Starting at 3rd level, your ability to make fun of others becomes imbued with supernatural power. You learn the vicious mockery cantrip, and you use your Charisma modifier as your spellcasting ability for it. Additionally, you may use the bonus action granted by your Cunning Action to cast vicious mockery.

Harlequin's Revenge

At 9th level, your hatred of hecklers becomes extreme. If a target succeeds at a saving throw against any feature granted by this class, you have advantage on the next melee or ranged attack you make against that target within the next minute.

Power of the Joker

Beginning at 13th level, your powers of entertainment become more supernatural and fearsome. You learn hideous laughter and charm person, which you can cast once per short rest. You use your Charisma modifier as your spellcasting ability for them. You may use the bonus action granted by your Cunning Action to cast these spells

Minds Blown

At 17th level, your jester's act is so powerful, it can literally blow people's minds. You can cast feeblemind using only a verbal component (which is telling a joke). You use your Charisma modifier as your spellcasting ability for it. You may not cast feeblemind again using this ability until you complete a long rest.

Farland: Jester Image

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