Base Class: Rogue
While other rogues may skulk in the shadows, Jongleurs prefer to shine in the spotlight. Their performances charm and distract enemies while inspiring allies to greater heights.
Anything can inspire a new song or tale, so Jongleurs are fascinated by almost everything. They become masters of many things, including performing music, orating escapades, and making jests.
A Jongleur’s life is spent traveling, gathering lore, telling stories, and living on the gratitude of audiences, much like any other entertainer.
Level 3: Bardic Inspiration
You can inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a d6.
Using Bardic Inspiration. As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time.
Once within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it’s rolled.
Number of Uses. You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Short or Long Rest.
At Higher Levels. Your Bardic Inspiration die changes when you reach certain Rogue levels, as shown in the Bardic Die table. The die becomes a d8 at level 7, a d10 at level 11, and a d12 at level 16.
Level 3: Performance Style
You have developed your own unique way of helping allies or hindering enemies with your performance. You gain proficiency with two musical instruments of your choice. Additionally, choose a performance style from the following options:
Dazzling Footwork
While you aren’t wearing armor or wielding a Shield, you gain the following benefits.
Dance Virtuoso. You have Advantage on any Charisma (Performance) check you make that involves you dancing.
Unarmored Defense. Your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.
Inspiring Movement. When an enemy you can see ends its turn within 5 feet of you, you can take a Reaction and expend one use of your Bardic Inspiration to move up to half your Speed. Then one ally of your choice within 30 feet of you can also move up to half their Speed using their Reaction.
None of this feature’s movement provokes Opportunity Attacks.
Glamorous Showmanship
Beguiling Show. Immediately after you expend a use of your Bardic Inspiration, you can cause a creature you can see within 60 feet of yourself to make a Wisdom saving throw against a DC equal to 8 plus your Charisma modifier and Proficiency Bonus. On a failed save, the target has the Charmed or Frightened condition (your choice) for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.
Once you use this benefit, you can’t use it again until you finish a Short or Long Rest.
Mantle of Inspiration. Your songs, dances, or spoken words can fill others with vigor. As a Bonus Action, you can expend a use of Bardic Inspiration, rolling a Bardic Inspiration die. When you do so, choose a number of other creatures within 60 feet of yourself, up to a number equal to your Charisma modifier (minimum of one creature). Each of those creatures gains a number of Temporary Hit Points equal to two times the number rolled on the Bardic Inspiration die, and then each can use its Reaction to move up to its Speed without provoking Opportunity Attacks.
Scholarly Wit
You have studied extensively and used that knowledge to enhance your skills and repartee. You gain the following benefits.
Bonus Proficiencies. You gain proficiency with three skills of your choice.
Cutting Words. You learn to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of yourself makes a damage roll or succeeds on an ability check or attack roll, you can take a Reaction to expend one use of your Bardic Inspiration; roll your Bardic Inspiration die, and subtract the number rolled from the creature’s roll, reducing the damage or potentially turning the success into a failure.
Valorous Song
Combat Inspiration. You can use your wit to turn the tide of battle. A creature that has a Bardic Inspiration die from you can use it for one of the following effects.
- Defense. When the creature is hit by an attack roll, that creature can use its Reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, potentially causing the attack to miss.
- Offense. Immediately after the creature hits a target with an attack roll, the creature can roll the Bardic Inspiration die and add the number rolled to the attack’s damage against the target.
Martial Training. You gain proficiency with Martial weapons and training with Medium armor and Shields.
Level 9: Spur to Action
When you roll Initiative, you can expend one use of your Bardic Inspiration if you don’t have the Incapacitated condition. When you do so, roll your Bardic Inspiration die; you and each ally within 30 feet of you who can see or hear you gains a bonus to Initiative equal to the number rolled.
Level 9: Unfailing Inspiration
Your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.
Level 13: Peerless Skill
When you make an ability check or attack roll and fail, you can expend one use of Bardic Inspiration; roll the Bardic Inspiration die, and add the number rolled to the d20, potentially turning a failure into a success. On a failure, the Bardic Inspiration isn’t expended.
Level 17: Unbreakable Majesty
As a Bonus Action, you can assume a majestic presence for 1 minute or until you have the Incapacitated condition. For the duration, whenever any creature hits you with an attack roll for the first time on a turn, the attacker must succeed on a Charisma saving throw against a DC of 8 plus your Proficiency Bonus and your Charisma modifier, or the attack misses instead, as the creature recoils from your majesty.
Once you assume this majestic presence, you can’t do so again until you finish a Short or Long Rest.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
---|---|---|---|---|---|
11/22/2024 4:29:30 AM
|
2
|
1
|
--
|
Coming Soon
|
|
11/22/2024 4:50:35 AM
|
5
|
1
|
--
|
Coming Soon
|
|
11/22/2024 5:27:17 AM
|
7
|
1
|
--
|
Coming Soon
|
|
11/23/2024 3:47:51 AM
|
12
|
1
|
--
|
Coming Soon
|
Comments