Rogue
Base Class: Rogue

You are equal parts entertainer, acrobat, satirist, and vagrant. You learned how to fight for the stage, but that doesn’t mean that you can’t hold your own. The crowds demand as much realism as much as they do flash and flair, so you’ve learned to intertwine the arcane with every swing and strike to wow them at every stage. Jesters are well known for their quick wit, sharp tongues, acrobatic feats, and natural tendencies for pulling off pranks. They may dress like the fool, but it’s all a clever costume designed to make you all the more foolish when they cut you down with a clever phrase or a well placed blade.

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 two cantrips: vicious mockery and one 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

2

3

2

4th

2

4

3

5th

2

4

3

6th

2

4

3

7th

2

5

4

2

8th

2

6

4

2

9th

2

6

4

2

10th

3

7

4

3

11th

3

8

4

3

12th

3

8

4

3

13th

3

9

4

3

2

14th

3

10

4

3

2

15th

3

10

4

3

2

16th

3

11

4

3

3

17th

3

11

4

3

3

18th

3

11

4

3

3

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Savage Mockery

Starting at 3rd level, when you cast vicious mockery, if the target fails the Wisdom saving throw, you can add half your sneak attack damage (rounded down) to the spell. All other rules for sneak attack still apply.

In addition, you can use the bonus action granted by your Cunning Action to cast Vicious Mockery. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Know Your Gig

Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.

Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

Jester Dancing

Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics), Strength (Athletics), or Charisma (Performance) check you make during the same turn.

Jack in the Box

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.

Previous Versions

Name Date Modified Views Adds Version Actions
6/18/2024 2:44:51 AM
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