Rogue
Base Class: Rogue

He uses toys and simple tricks to deadly effect, finding the results of his bloody “games” hilarious—and for those who hear a dark chuckle in the dead of night, the Demon Jester may have marked them as his next plaything.

Backstab

You have advantage on attacks against a target that is frightened.

You are proficient in intimidation

Deceive

As a bonus action you become invisible and then teleport, along with any equipment you are wearing or carying, up to 30 feet to an unoccupied space you can see. The invisibility lasts until the end of your next turn or until you attack or are incapacitated.

Jack In The Box

As an action, you magicaly create a Jack-in-the-Box up to 60 feet away from you in an unocupied space you can see. You may dispell or move any or all boxes within 60 feet of you as a bonus action. This Jack-in-the-Box has a 5-foot trigger radius around it, and a casting range of 15 feet. When placed the Box activates, if there is a creature in the Box's 5-foot trigger radius it triggers. If the Box activates and there are no creatures within its 5-foot trigger radius, it becomes invisible to everyone except you. The box stayes in this activated but not triggered state untill it is triggered. If a creature enters its 5-foot trigger radius the box immediately triggers as normal. 

When triggered each creature in the Box's 15 foot casting range must do the following

  • Each target must make a Wisdom Saving Throw with DC= 8 + your Proficiency Modifier + your Charisma Modifier, if they fail they are Frightened of the box.
  • Each target must then on a Wisdom Saving Throw with DC= 8 + your Proficiency Modifier + your Charisma Modifier or suffer the effects of the Slow spell cast at 3rd level.
  • The Box then launches 3 daggers, at one or more creatures, as a thrown dagger attacks. You may add your proficiency modivier to these attack rolls.
  • Each Frightened creature must take their remaning movement speed away from the Box. 

The Box disapears after 2 rounds along with its affects.

You may have up to your proficiency bonus number of Jack-in-the-Box traps.

Two-Shiv Poison

As a bonus action you make two thrown dagger attacks. On a hit the creature takes 1d6 for each dagger. If the target is a creature, it must succeed on a Constitution saving throw or be poisoned and have its speed reduced by 10. A poisoned creature rerolls there saving throw each turn taking 1d6 poison damage untill it succeds.

Halucinate

When you use your Decieve feature you may also create an exact duplicate of yourself in the space you just teleported from. The duplicate acts after you on the initiative order and is an exact copy, so it has all of your features and traits EXCEPT it has 1/4 of your Hit Points.

The duplicate lasts until it is reduced to 0 Hit Points, in which case it immediately explodes into three Jack-in-the-Boxes 

You may use this feature once per long rest.

 

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