Base Class: Warlock
The jester is an exceptionally unique patron. In the form of a clown, he finds pleasure in twisted games and jokes which his willing followers enact, though he does not hesitate to torment his own followers if he chooses. His chaotic nature is even in the power he grants others as the variation in the abilities he grants his followers is vast and suited to best entertain him as he constantly watches from his domain of games. While it is possible to converse with the Jester through dreams, he seldom does so and often times teleports you to his domain through a symbol unique to each follower, such as a single die that cannot be removed of the person of a follower unless they are dead; still, if he so chooses, he can also send an apparition of himself which only you can see or hear.
Chaotic Vigor
When an enemy is damaged by a spell you have cast, when rolling for damage, you cannot roll lower than half the die's maximum roll+ 1. This means that if you were to roll 5d12, the lowest you could get would be 5 7's.
Additionally, up to three times per long rest, a reaction you can forgo the safety net of not rolling below half the dice's maximum roll + 1. In return, you roll a d20, and if you roll an 11 or above, your damage roll is doubled, but if you roll below, it is halved
Tug of war
Twice per short rest, as a bonus action, you gain the ability to connect two creatures by a taught magical rope for up to 12 seconds (two rounds) so long as there is a direct and unhindered path between them and they are no further than 20 feet away from each other. While the rope can be up to 20 feet long, its length is equal to the distance between two tethered creatures when the ability was first used. When either creature willingly attempts to move away from who it's tethered to, more than the rope would allow, they must first succeed in a contest of strength (each roll strength) or their movement will be halved; this also moves the other tethered creature. If the creature is moved against its will, it cannot be moved further than the length of the rope from the other creature
At level 12: You can choose to cause the magical rope to also bind the two targets' well-being as well. This means that if one takes damage, so does the other, or if one teleports to another location, so does the other, etc. Still, both parties are not affected if one is affected through a feature or ability such as Russian roulette wheel
Russian Roulette Wheel
When successfully damaging an enemy with a levelled spell that was cast in the same turn, you force them to roll on the sinister roulette wheel once (roll a d100). Each section of the wheel has a unique effect that can possibly harm the enemy. if multiple creatures are damaged, they all suffer the same effect
1-5: You are polymorphed into a wolf until the end of your next turn or until you are damaged (werewolf)
6-10: you immediately suffer the effect of the command spell (simon says)
11-15: your next attack roll is at disadvantage
16-20: your next saving throw is at disadvantage
21-25: you choose which affect you want (would you rather)
26-30: until the beginning of your next turn, when an enemy enters your space, they can make an opportunity attack against you as a reaction (sorry!)
31-35: You cannot speak until the end of your next turn (fluffy bunny)
36-40: each type of action you take makes you take 1d4 necrotic damage until the end of your next turn (statue)
41-45: You suffer the effects of the enemies abound spell (secret mafia)
46-50: You must move towards the person who made you spin the roulette wheel (red rover)
51-55: you gain advantage on your next attack roll
56-60: Your ac goes up by 2 until the end of your next turn
61-65: you are blind until the beginning of your next turn (grounders)
66-70: you must begin your next turn with the same action type as the caster (action, bonus action, reaction) (copycat)
71-75: if you have any money or items of value on your person that you are not holding or wearing, they go to the caster (monopoly)
76-80: You cannot move further away from the caster (what time is it mister fox)
81-85: you take a number of d4 fire damage equal to the casters proficiency bonus if you are touching the floor (the floor is lava)
86-90: until the end of your next turn, a blanket like aura of darkness surrounds you with a 10 foot radius, causing all those within it to be blinded with in the aura (parachute)
91-95: you regain 2d4 hp
96-99: spin again
100: a fireball that is 3rd level or a level equal to your usual pact magic spells (whichever is higher) abruptly shows up in front you you, immediately exploding
War
As a bonus action, you can target a creature and cause a rapid game of war to ensue between you and one target of your choice. You two each roll a number of d6s equal to your proficiency bonus, the one with the higher roll is the winner while the other is the loser. The loser will then take necrotic damage equal to the number the victor got to win. Additionally, with a little aid from the jester, as a reaction, up to 3 times per long rest, you can cheat and choose to add to your sum by a number equal to your religion bonus, though this must be stated before your roll.
At level 10, you roll a d8 instead of a d6
Game of life
Each time you are damaged by an oncoming source of damage, you can immediately expend and consume one of your hit die as a free action, instead gaining temporary hp equal to a d8 + your constitution modifier.
Additionally, as a reaction, if an attack successfully lands on you and any of the damage dice rolled against you are over half the maximum possible roll + 2, they are reduced to half the maximum possible roll + 1. You can do this even after you have seen the damage roll and can do this up to a number of times equal to your proficiency bonus
Game Domain
Starting at 14th level, when you hit a creature with a spell attack, as a bonus action, you can use this feature to instantly transport the target to Jester's domain, where he will torment and torture the target in unspeakable ways. The target rolls a D20 3 times before examining the conditions list found in a player sheet. From top to bottom, they will count down the list 3 times until they reach each number they rolled on their D20's. They will then suffer the effects of those three conditions unless they are immune, or it is impossible, such as having 2 different levels of exhaustion, and (you just get the highest level you rolled.) You can do this once per long rest
Previous Versions
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10/12/2024 3:31:54 AM
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Posted Nov 8, 2024buddy, PLEASE steal it. i make these subclasses so other people can have fun and its not like i get money if someone with a subscription adds it anyway. As long as you have fun, idk how you use my subclass. make sure to check out some of my others though :)
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Posted Nov 5, 2024I absolutely LOVE this idea, i don't have a subscription so i couldn't add it to my own collection, but i was able to sort of copy it, and give you credit(not trying to steal it)