Base Class: Bard
For as long as time can remember, every king has had one, or several, Court Fools to aid him in entertainment. Not only were they used as pieces of performance, but also as a hidden ally to the King. At birth, they're trained in items such as instruments and knives, actions such as dancing and striking, and perseverance like no other. Despite their harsh treatment, name-calling, bullying, and straight abuse, they are very proficient and very lethal assassins. Jesters (Court Fools), tend to purposefully do silly and rather dumb things to try and attract the idea of them being a defenseless, useless, and harmless patron. They are trained to speak in lies and charm the crowd with their speech patterns. A proper Jester can talk his way out of many things, and into many things. They have the ability to lie on the fly and do anything it takes to hide the truth without a falter in their words.
Feather Footed
Beginning at 3rd level, you can use your Dex modifier instead of your Str for athletic checks and when determining your jump distances.
Additionally, you learn how to excel at landing and footwork. The Jester is unable to activate any traps involving feet such as pressure plates, and you are immune to effect which slow your movement due to the terrain.
Dance for me Fool!
The Jester jeers his enemy. As an action, the Jester can make rude and remarkably insulting comments aloud to a specific target that can hear him and share a common language. The target must roll a Wis saving throw against the Jester's spell save DC. If they fail the roll, they become enraged and will only attack the jester for 1 minute. At the end of each of its turns, and each time it takes damage from someone other then the Jester, the target may make another Wis save. This feature can be used twice at the 5th level, three times at the 10th level, and four times at the 15th level per short rest.
Jack in a Box
The Jester gets a jack in the box. They may use their action to crank it, it begins to laugh hysterically and uncontrollably during combat. Each hostile creature within a 60 ft. the radius of the Jack in the box must make a wis saving throw against the Jester's spell save DC. Enemies who fail the save are now frightened by the Jester. At the beginning of their next turn, the Jester's box pops, anyone who is frightened by the Jester and can see the jack in a box takes 5d8 psychic damage.
Getting while winding the jack in a box will break it making it unable to be used till fixed or a short/long break is taken.
Comments