Jester (5e Subclass)
Jester
<Rogue> Subclass
You have become a Jester by craft your uncanny wit is only matched by your unrivalled deception, people seem to always think you're innocent.
Deceptive Motions
Starting at the 3rd level you gain proficiency in Performance and Deception, and may now use the following moves:
Thrusting Blow:
You have now become lighter on your feet. Whenever you take the dash action you can instead choose to make a thrusting blow which upon activation moves you 10ft in any direction past allies and other creatures straight to your target and force them to make a Dexterity saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus) on a fail they suffer 1d8 damage, 2d8 starting level 6, 3d8 starting level 9. on a success they become immune to getting hit by this strike for 24 hours.
Elegant Back Flip:
At 5th level your muscles have loosened to allow for more elegant maneuvers. If you use your Uncanny Dodge feature you can choose to perform a back flip instead, that moves you 15ft backwards. This movement does not provoke opportunity attacks and the creature must make a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency bonus) or be stunned until the end or their next turn.
Hidden Blades
Starting at the 9th level you have now gained the following upgrades and actions.
Blade Storm:
Whenever you perform an Elegant Back Flip you can, taking up your next turns bonus action, throw up to three poisonous daggers at you combatant or combatants split however you choose. The daggers each do 1d6 Nonlethal damage.
Deceptive Performances: You have become so good at deceiving people that when you are preforming a dance, singing or making jokes you can instead choose to use your Deception modifier instead of your Performance.
The Jester's Trade
As much as you love to trick people you always remember what it is like to be a Jester and you still have the ability to make your friends laugh starting at the [Insert] level
Bypass Guard
At 13th level you can ignore the armour of any creature once per day making it a 10 for one hit. This does not apply to natural armour.
The All or Nothing At 17th Level you have mastered the Thrusting blow. Whenever you do your thrusting blow you can choose to make it an all or nothing when this happens the stakes heighten to where if you hit it is automatically a critical if you miss it's automatically a critical failure against you. You can do this a number of times equal to your Dexterity modifier (Minimum of once).
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