Rogue
Base Class: Rogue

Elf is making his way through crowd on a party by making impression of a silly funny clown, the punchline of this walk will be deadly for someone.
Group of bandits had attacked the group of poor merchants who somewhy had a halfling in a stupid costume with them. The halflnig is having a surprise for poor bandits.

Jesters are mastering their both Agility and Charisma for a deadly performances what makes them good at stoping conflicts starting conflicts and surviving conflicts

Unarmored defence

on a 3rd level you have mastered your jester tricks so good that your AC is equal to 10 plus sum of your Agility Modifier and your Charisma Modifier when your are unarmored and in a clown/jester/etc. costume or makeup.

Joke

Starting from 9th level  you performing a joke as a Bonus Action and everyone in a radius of 15 feets around you who hear you or see you needs to perform a wisdom saving throw with difficulty equal to your Charisma. On fail it loosing concentration and getting a disadvantage on any attack and skillcheck till the end of its turn. Target cant be affected by joke if already was affected by joke this day.

Use Magic Device 

By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. 

Сlownery

By 13 level after performing a joke your AC gets equal to your Acrobatics(Agility) skillcheck or your Performance(Charisma) skillcheck till you being damaged or you get any condition.

GraveSpinning

Starting from 17th level everyone who was affected by your joke and was unconscious are no more unconscious. But falls unconscious at the end of a turn(it's not yours) if had zero or less HP.

Jester Image

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