Base Class: Rogue
This group of twisted and malevolent jokesters come from all walks of life. Some were once court jesters, cast aside by their nobles for the littlest of reasons. Others come from the circus life, having been abandoned by their ring masters and fellow carnies. Some come from a bleak childhood, where their sick sense of humor was their only solace from the dreaded existence they lived. Despite their upbringings and what differences had led them down this walk of life, they all share on thing in common. The bitter taste of rejection and disdain, having been cast out and left to wade in the muck. For others, this may be just another stepping stone in their life, another hurdle for them to cross. But for theses folks, whose lives have been nothing but darkness and dreariness, the toll on their minds makes them snap. And with that snap of the psyche comes a different feeling. No longer is there a bitter taste on their tongue. Now it's some new, something fresh. Something that tastes a little...funny.
Wolf In Clowns Clothing
Upon choosing this archetype at 3rd level, you learn to put up a rather comedic, defenseless guise, tricking people you come across into believing you're incapable of inflicting harm unto them. You gain proficiency in your choice of one of the following: Charisma (Persuasion) Charisma (Deception) or Charisma (Performance) but gain disadvantage on all Charisma (Intimidation) checks you make.
Additionally, each time you would strike a creature for the first time during combat, it is treated as a sneak attack, regardless if you have advantage or not.
Tricks of The Trade
At 3rd level, you have adapted to incorporating some, not-so-innocent, tricks into your fighting style. Whenever you hit a creature with your sneak attack, you can roll 1d6, then apply an effect based on the number rolled, as shown on the Tricksy Tricks Table below.
Tricksy Tricks Table
| Number | Effect |
| 1. Eye See You | With some hand gestures and pizzaze, you attempt to jam two of your fingers into the creatures' eye sockets. The creature must succeed on a DC 15 Dexterity saving throw. On a failed save, they become blinded until the end of their next turn. |
| 2. Peels the Deal | You attempt to slide a banana peel (or any other slippery object) under the creatures feet. The creature must succeed on a DC 15 Dexterity saving throw. On a failed save, they fall prone until the start of their next turn. |
| 3. Sticky Sweet | You blow a bubble of a rather viscous and sticky stubstance up in the creatures face and pop it. The creature must succeed on a DC 15 Strength saving throw. On a failed save, the creatures mouth is glued shut for 1 minute, rendering them unable to speak, and making them unable to cast any spells that involve verbal components. At the end of each of their turns, the creature can repeat this saving throw, ending the condition early on a successful save. |
| 4. Buzz look, an Aberration | You attempt to trick the creature into believing there is a cosmic horror sitting right behind them. The creature must succeed on a DC 15 Intelligence saving throw. On a failed save, the creature spins itself around, leaving it wide open for incoming attacks. Until the beginning of its next turn, all attacks made against the creature have advantage. |
| 5. Not-so Vicious Mockery | You attempt to psyche the creature out, either calling it crude names or making faces at it. The creature must succeed on a DC 15 Wisdom save. On a failed save, during its next turn, it must use all of its movement speed to move as far away from you as possible, having been annoyed by your presence. |
| 6. Pocket Sand | You blow a handful of "pixie dust" into the creatures face. The creature must succeed on a DC 15 Constitution saving throw. On a failed save, during its next turn, the creature has a sneezing fit, and must use its action to stop the flurry of sneezes assaulting their senses. |
You can use this feature an amount of times equal to your proficiency bonus and regain all uses of it upon the finish of a short or long rest.
Clown College
Beginning at 9th level, through questionable means, you've learned some of the trades taught through a handful of bardic colleges. You gain the ability to cast one of the following bard spells, once per day: dissonant whispers, tasha's hideous laughter, crown of madness, and enthrall. You also gain the ability to cast the vicious mockery at will.
Charisma is your spellcasting ability for your bard spells. You use your Charisma 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.
Big Bag of Tricks
Upon reaching 13th level, you've grown quite the repertoire of goofs and gaffs to torment your foes, adding more to your arsenal. The DC needed to succeed on the saving throws caused by your Tricks of the Trade feature increases from 15 to 18. Additionally, the dice your roll for you Tricks of the Trade now becomes 1d8, and you gain the following additions to your Tricksy Tricks Table:
| Number | Effect |
| 7. Hopscotch Hell | You scatter the area around the creature with spikes (thumbtacks, caltrops, thorns from a bush, etc.) in hopes of making them harm themselves should they try and move. The ground within a 10-foot radius centered on the creature becomes difficult terrain for every creature besides you. If a creature moves into or within the area, they must succeed on a DC 18 Dexterity saving throw. On a failed save, they take 3d4 piercing damage and cannot use their remaining movement speed for the rest of their turn. |
| 8. They're Bombs | You hand the creature a delicious looking pie that hides a dark secret within its buttery crust. The creature must succeed on a DC 18 Constitution saving throw. On a failed save, the pie ruptures with magic, and the creature takes 2d8 force damage, launching 10 feet away from you in a direction of your choosing, landing safely on their feet. On a successful save, the creature takes half the damage and does not move. |
Twice the Dice, Twice the Fun
At 17th level, you have finally mastered the art of clowning around. When rolling for you Trickys Tricks table, you may roll an additional dice and apply both effects rolled. If you roll the same number, you instead choose what number one of the results is and apply the effect regularly. Additionally, your dice you roll for your Tricks of the Trade feature now becomes 1d10, and you gain the following additions to your Tricksy Tricks Table:
| Number | Effect |
| 9. Slash, Chop, Dice | You pull out an assortment of daggers traditionally used for juggling and swing them wildly at the creature. The creature must make a DC 18 Dexterity save. On a failed save, you make 3 extra melee weapon attacks on the creature, all with disadvantage. For each successful hit, the creature takes 1d4 piercing damage, and you may roll your sneak attack dice, adding the number rolled to the total damage of each attack. |
| 10. Puff, Puff, Gas | You pull out a vintage perfume bottle, puffing an unknown and noxious gas into the creatures face. The creature takes 15 poison damage (4d6) and must make a DC 18 Constitution saving throw. On a failed save, the creature is subjected to this gas and must repeat the saving throw at the start of each of its turns. On each failed save, the character takes 5 (1d10) poison damage. After three successful saves, the poison ends. |
Previous Versions
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7/9/2024 4:33:28 AM
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7/27/2024 3:35:12 PM
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9
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Coming Soon
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