Base Class: Rogue
You are a dastardly performer, an acrobat with a taste for the satirical, trusted to humor the nobles, and deliver bad news to the lords and ladies of the court. However, under the fool's guise belies an nimble trickster, delivering bad news to his or her enemies with a well-placed joke, or a well-placed blade. Jesters use a wide variety of strange and often theatrical tricks and elements to confuse an enemy, and leave openings for their allies to strike where the defenses have been distracted. Their silver tongues are sharpened swords, piercing the hearts of their foes with clever insults, before exploiting their weaknesses with equal precision.
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.
Cantrips
You learn three cantrips: vicious mockery and two other cantrips of your choice from the bard spell list. You learn another bard cantrip of your choice at 10th level.
Spell Slots
The Jester Spellcasting table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level bard spells of your choice, two of which you must choose from the enchantment and illusion spells on the bard spell list.
The Spells Known column of the Jester Spellcasting table shows when you learn more bard spells of 1st level or higher. Each of these spells must be of a level for which you have spells slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the bard spells you know with another spell of your choice from the bard spell list. The new spell must be of a level for which you have spells slots.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the bard spells you know with another spell of your choice from the bard spell list. The new spell must be of a level for which you have spell slots unless you’re replacing the spell you gained at 8th, 14th, or 20th level.
Spellcasting Ability
Charisma is your spellcasting ability for your bard spells, since you use your comical talents. You use your bard whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Jester Spellcasting
|
Rogue Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
3 |
3 |
2 |
— |
— |
— |
|
4th |
3 |
4 |
3 |
— |
— |
— |
|
5th |
3 |
4 |
3 |
— |
— |
— |
|
6th |
3 |
4 |
3 |
— |
— |
— |
|
7th |
3 |
5 |
4 |
2 |
— |
— |
|
8th |
3 |
6 |
4 |
2 |
— |
— |
|
9th |
3 |
6 |
4 |
2 |
— |
— |
|
10th |
4 |
7 |
4 |
3 |
— |
— |
|
11th |
4 |
8 |
4 |
3 |
— |
— |
|
12th |
4 |
8 |
4 |
3 |
— |
— |
|
13th |
4 |
9 |
4 |
3 |
2 |
— |
|
14th |
4 |
10 |
4 |
3 |
2 |
— |
|
15th |
4 |
10 |
4 |
3 |
2 |
— |
|
16th |
4 |
11 |
4 |
3 |
3 |
— |
|
17th |
4 |
11 |
4 |
3 |
3 |
— |
|
18th |
4 |
11 |
4 |
3 |
3 |
— |
|
19th |
4 |
12 |
4 |
3 |
3 |
1 |
|
20th |
4 |
13 |
4 |
3 |
3 |
1 |
Ruthless Mockery
Your words cut deep enough to distress your opponents, leaving them vulnerable and allowing you to exploit their weaknesses with deadly precision.
At 3rd level, you can use your Cunning Action to cast vicious mockery. Additionally, if the target of your vicious mockery fails their saving throw against the spell, you have advantage on your next attack roll against the target until the end of its next turn.
Opening Act
At 9th level, even your enemies are dazzled by your performances, distracting them long enough for you to gain the upper hand. As an action, you can make a Charisma (Performance) check against each creature of your choice that can see or hear you within 30 feet of you, contested by each target's Wisdom (Insight) check. If you succeed, each creature that failed the check has disadvantage on Wisdom (Perception) checks, and has disadvantage on its first saving throw against the next spell you cast until the end of your next turn.
Once you use this ability, you can't do so again until you finish a short or long rest.
Tumbling Fool
At 13th level, your acrobatic techniques allow you to nimbly evade danger, much to the humiliation of your opponents. When you use your Uncanny Dodge feature, you make an Acrobatics check as part of the same reaction. The DC equals 10 or the damage you take after using Uncanny Dodge, whichever number is higher. On a successful save, you take no damage from the attack and can move a number of feet equal to half your movement speed without provoking opportunity attacks.
You can use this ability a number of times equal to your Dexterity modifier (minimum of 1). You regain any expended uses when you finish a long rest.
Heartless Mockery
At level 17, your insults twist the hearts of your opponents, leaving them helpless as they tremble in dismay. When a creature fails its saving throw against your vicious mockery, you can force the creature to be paralyzed until the start of its next turn.
Once you use this ability, you cannot do so again until you finish a short or long rest.