Assassinate. During his first turn, Chester has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Chester scores against a surprised creature is a critical hit.
Brave. Chester has advantage on saving throws against being frightened.
Evasion. When Chester is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
War Caster. Chester can cast spells with somatic components even if he is holding weapons in both hands
Spellcasting. Chester is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). Chester has the following Bard spells prepared:
Cantrips (at will): fire bolt, vicious mockery, prestidigitation, minor illusion, dancing lights
1st level (4 slots): disguise self, sleep, shield, magic missile, burning hands, hellish rebuke
2nd level (3 slots): mirror image, misty step, suggestion
3rd level (3 slots): fireball, counterspell, glyph of warding, lightning bolt
4th level (3 slots): greater invisibility, hallucinatory terrain, wall of fire
5th level (3 slots): flame strike, mislead, modify memory
6th level (2 slots): mass suggestion, ottos irresistible dance
7th level (2 slots): prismatic spray
8th level (1 slot): power word stun
9th level (1 slot): weird
Multiattack. Chester makes two weapon attacks. Chester can cast one spell in place of these attacks.
Dagger of the Fool. Melee Attack Roll: +16 to hit, reach 5 ft., one target. Hit: 10 (1d4+8) piercing damage, or 7 (1d10+2) slashing damage plus 22 (4d10) poison damage. The target must make a DC 21 Constitution saving throw or be poisoned for 1 minute.
Magic Bomb. Chester lights a magic bomb and throws it at a point up to 60 feet away. Each creature within 10 feet of that must succeed on a DC 13 Dexterity saving throw or take 4d6 fire damage.
Magic Clones. Chester creates 1d4 clones of himself as close as possible, scrambling his position among them. Each clone cannot attack and has an armor class of 16, simply hitting a clone makes it disappear.
Circus of the Nine Hells (Costs 2 Actions). Chester claps his hands as the area around him distorts. Roll 1d4 and use the rolled effect.
- Stage of fire. The ground around Chester erupts into flames in a 20-foot radius, any creature in the radius must make a DC20 dexterity saving throw or take 7d6 fire damage, or half as much on a successful save.
- Dancing Chains. Infernal chains appear and attempt to bind creatures (as hold monster on three creatures of Chester’s choice).
- Trapeze of Terror. A target is pulled 60 feet into the air, standing on a magic rope, and must make a DC 22 Dexterity saving throw or fall, taking 24 (6d6) bludgeoning damage and fall prone.
- Marionette Strings. Magic strings wrap around a creature's limbs, the creature must make a DC 20 strength saving throw. On a failed save they must use their reaction to attack their nearest ally. rolling their save again on their next turn. On a successful save they escape, or the strings may be attacked to release the creature.
Description
Chester, the court jester, appears to be a popular entertainer on the surface, but underneath that is a menace who hungers for power and chaos.
Chester wears a costume with purple and pink stripes, leather gloves and boots, and a large belt. His head is adorned with a cap bearing two bells that hang on the sides. His face painted in white with a yellow and blue spot on his cheeks. His skin is smooth, and his ears are pointed, but his brown hair is messy and long.
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