Joyful Presence. Any non-Fey beings that start their turn within 60 feet of the Harlequinn must make a DC 16 Wisdom saving through. On a failed save, the being becomes charmed by the Harlequinn for 1 minute. On a successful save, the being becomes immune to any Joyful Presence for 24 hours. Beings may repeat this saving throw whenever the Harlequin deals damaged to it.
Mental Resilience. Harlequinns are insightful beings, despite what some may think upon appearance. They have resistance to psychic damage as well advantaged against the charmed and frightened effects.
Jack of All Trades. Harlequinns are exceptional beings, and any skill they don't have proficiency in they can add half their proficiency bonus, rounded down.
Silver Tongue. They are a master at saying the right thing at the right time. When they make a Charisma (Persuasion) or Charisma (Deception) check, they can treat a d20 roll of 9 or lower as a 10.
Multiattack. Harlequinns make two mallet or blade attacks. They can replace one attack with a use of Spellcasting.
The Harlequinn's Mallet. Melee Weapon Attack: +6 to hit, reach 5ft., one target, two handed. Hit: 7 (1d10 + 2) bludgeoning damage, plus 22 (5d8) psychic damage.
The Harlequinn's Scimitar. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands, plus 22 (5d8) psychic damage.
Spellcasting. The Bardic Harlequinn casts one of the following spells using their Mallet and Charisma as the spellcasting ability (spell save DC 16). For cantrips, Harlequinns are considered to be at level 12:
at will - Blade Ward . Prestidigitation . Thunderclap . Vicious Mockery
1st level (4) - Dissonant Whispers . Hideous Laughter
2nd level (3) - Crown of Madness . Hold Person . Shatter . Warding Wind
3rd level (3) - Bestow Curse . Fear . Feign Death
4th level (3) - Compulsion . Confusion . Greater Invisibility
5th level (2) - Mass Cure Wounds . Mislead . Seeming
6th level (2) - Eyebite . Mass Suggestion . True Seeing
Fey Step (Recharge 4). Harlequinns can teleport, along with the equipment they are wearing or carrying, up to 30 feet into an unoccupied space they can see. Alternatively, they can touch a creature within 5 feet of them and teleport them instead.
Bardic Inspiration (Recharge 4). Harlequinns can pick a creature other than themself within 60 feet of them who can hear them. That creature gains one Bardic Inspiration die of a d10. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw.
alternatively - Unsettling Words. The Harlequinn can pick a creature they can see within 60 feet of them and roll a Bardic Inspiration die (d10). The creature must subtract that number from the next saving throw it makes before the next of the Harlequinn's next turn.
Description
The Harlequinn
Harlequinn's are seen at nearly any fair, circus, or jester performance across the land. However, the occupation of harlequin should not be confused with the Harlequinn beings that haunt the lands. Legend says they were once a part of the Feywild, but outcast due to great disagreements between them and the other Fey beings. The truth is lost to history, but Harlequinns tend to be born in the Feywild and sent to the Material realm before adolescence hits.
Harlequinns are ruled by emotion, much like the Eladrin who they see as cousins in being. However, the emotion they are feeling, they desire to imbue into all those around them. They are tricksters and manipulators first and foremost. Their is magic in their laughter, a glint in their eyes that one should be afraid of.
Visage
Harlequinns are noticeably Fey beings. They have long, drooping ears that often poke out from various strange caps they like to wear. Their skin seems to be painted on rather than existing by itself. They are long and slender beings, often seen as both disturbing and beautiful at the same time. Their appearance exists in a limbo between unnatural and ethereal, captivating all who look upon them.
Bardic Roots
Most Harlequinns find themselves learned in the art of magic, music, and performance. Due to this, many are drawn to becoming Bards or they are learned of magic that makes them similar in skill to Bards who travel around. They often get along well with performers, as it is entertainers who know how to manipulate a crowd into feeling exactly what they wish to be feeling.
Previous Versions
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