Base Class: Warlock
The Jester has been kind enough to lend you his aid, and foolish enough souls might even call it mercy. If he saved you from death, work with your DM, as the price of survival may have changed what you are. You may now be a Dhampir, using the standard Dhampir rules.
Jester Spells
The Jester’s magic ensures you always have certain spells ready. When you reach a Warlock level specified in the Jester Spells table, you thereafter always have the listed spells prepared.
The Jester Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | Tasha’s Hideous Laughter, Command |
| 2nd | Gentle Repose, Blindness/Deafness |
| 3rd | Revivify, Spirit Guardians (Fiendish look, Necrotic Dmg only.) |
| 4th | Find Steed (Fey Dragonnel Only), Polymorph |
| 5th | Greater Restoration, Animate Objects |
Jester’s Harvest
When you choose this subclass at Warlock level 3, you gain proficiency with Medium Armor and glaives.
You can perform a 1-hour ritual, which can be completed during a Short or Long Rest, while touching one melee weapon with which you are proficient. At the end of the ritual, the weapon twists into the form of a two-handed scythe. For rules purposes, it uses the statistics of a glaive, except the Heavy property does not apply to you while you wield it. If the weapon was magical, it retains its magical bonus and magical properties unless the DM determines a property cannot function in the new form.
The scythe remains in this form until you finish a Long Rest, die, or perform this ritual on another weapon.
If you have the Pact of the Blade invocation, this scythe can be your pact weapon.
Pull the Strings
Once on each of your turns when you hit a creature with your scythe or pact weapon, you can deal extra Psychic damage equal to your Charisma modifier.
If the target is Charmed, Frightened, or under the effect of one of your Warlock spells, you can also move the target 5 feet to an unoccupied space you can see. This movement doesn’t provoke Opportunity Attacks.
Cruel Ownership
Your scythe hates unfamiliar hands. If a creature other than you willingly grasps or wields it, that creature takes Psychic damage equal to your Proficiency Bonus at the start of each of its turns until it releases the weapon. This damage ignores Resistance to Psychic damage.
Puppeteer
Starting at 6th level, you can bind the dead into one final performance. When you reduce a Humanoid to 0 Hit Points and it dies, you can cause its corpse to rise as a rakdos performer, using the stat block from Guildmasters’ Guide to Ravnica.
When the Rakdos Performer appears, it gains Temporary Hit Points equal to half your Warlock level. The Rakdos Performer takes its turn immediately after yours, obeys your verbal commands, and gains a special bonus to its attack rolls equal to your Charisma modifier, minimum of +0.
The Rakdos Performer remains in your service until the end of your next Long Rest, at which point it vanishes to the afterlife.
Once you bind a Rakdos Performer with this feature, you can’t use this feature again until you finish a Long Rest.
Jester's Form
At 10th level, you can cloak yourself in ancient magic that twists terror and humor into one cruel performance.As a Bonus Action, you take on the appearance of a horrific Jester for 1 minute. When you activate this feature, and as a Bonus Action on each of your turns for the duration, you can cast Tasha's Hideous Laughter without expending a spell slot.
Tasha's Hideous Laughter cast with this feature requires Concentration as normal. If you cast Tasha's Hideous Laughter again with this feature while a creature is already affected by a previous casting from this feature, the previous casting immediately ends.
You gain Temporary Hit Points equal to your Warlock level + your CHA modifier.
Any creature charmed by you automatically fails its saving throw against Tasha's Hideous Laughter when you cast it with this feature.
Once you use this feature, you can’t use this feature again until you finish a Long Rest.
Jester's Last Laugh
Starting at 14th level, the necrotic energy you channel allows you to resist death. When you would make a Death Saving Throw at the start of your turn, you can instead spring back to your feet with a burst of necrotic energy.
You regain Hit Points equal to half your Hit Point maximum and can end the Prone condition on yourself. Each creature of your choice within 30 feet of you takes Necrotic damage equal to 2d8 + your Charisma modifier and has the blinded condition until the end of the current turn.
Once you use this feature, you can’t use this feature again until you finish a Long Rest.
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