Base Class: Rogue
The lost souls of Shadowfell are the audience to the comedy and tragedy of a Spectral Jester's life. A jester's one desire is to put on a good show, and the best shows are the ones with the most drama, danger, and laughter.
Level 3: Avant Savant
Master of Dialogue. After listening to any conversation in a different language for 10 minutes, you gain the ability to speak the language for a number of hours equal to your Charisma Modifier.
Skilled Improviser. You gain proficiency in (Performance) checks. If you are already proficient, you gain Expertise in (Performance).
Level 3: Ringmaster's Act
You have mastered one act above all others to entertain the masses. Choose one ability from the list of options.
Fire Breathing
Fire Breathing. As a Magic Action, you can cast the cantrip Fire Bolt. You can cast this spell twice in one action upon reaching Level 13.
Freak Show
Freak Show. Once per long rest, as a Magic Action, you can cast Alter Self without using a spell slot. When casting this way, you can choose to replace the damage type of the spell with Poison or Necrotic Damage.
Knife Throwing
Knife Throwing. You gain the Thrown Weapons Fighting Style. Additionally, when you score a Critical Hit with a weapon, you can use your reaction to make an additional ranged attack on another target using a weapon with the Thrown property.
Veil Walker
Your connection to Shadowfell allows you to briefly step into the void and reappear elsewhere, bringing the cold touch of death with you.
Once per turn, you can choose to make a weapon attack against a Frightened creature with Advantage.
Additionally, you can cast Misty Step without expending a spell slot. When you cast in this way, creatures of your choice within 10-ft of your destination must make a Wisdom saving throw or be Frightened by you until the end of your next turn.
You can cast Misty Step using this feature a number of times equal to your Proficiency Bonus, replenishing your uses after a Long Rest.
The DC for saving throws against your Spectral Jester features is 8 plus your Charisma Modifier plus your Proficiency Bonus.
Showmaker's Grit
You have advantage when rolling Charisma saving throws. In addition, any time you successfully save against a creature that causes you to make a Charisma saving throw, you can lash out, dealing 2d8 psychic damage back to your attacker.
Comedy of Errors
Your sense of humor is disarming, even on the battlefield.
When you are missed by an attack roll, you can use your reaction to poke fun at your attacker. Creatures of your choice within 30-ft of your attacker must make an Intelligence Saving Throw. Creatures that fail the saving throw must subtract 1d8 from all attack rolls and saving throws to maintain concentration for 1 minute. The creature can attempt the save again at the end of their turn.
Once you use this feature, you cannot do so again until you've finished a Long Rest.
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