fluff quote
(snippets of the class in action, in character)
(brief paragraph describing the class)
section A
describing the source
section B
fluff and relation to abilities
| Level | Prof. Bonus | Special | Trick Attack | Spirit Tricks | FP |
| 1 | +2 | Manifest Spirit, Spirit Tricks | 1d8 | 2 | 4 |
| 2 | +2 | Inspire (d4), Rituals | 1d8 | 2 | 9 |
| 3 | +2 | [sub class], Prowess (d6) | 1d8 | 3 | 13 |
| 4 | +2 | ASI, Versatile Performance | 1d8 | 3 | 18 |
| 5 | +3 | Extra Attack | 2d8 | 3 | 22 |
| 6 | +3 | [class] | 2d8 | 4 | 27 |
| 7 | +3 | Evasion, Prowess (knowledge) | 2d8 | 4 | 31 |
| 8 | +3 | ASI, Inspire (d6) | 2d8 | 4 | 36 |
| 9 | +4 | [sub class] | 3d8 | 5 | 40 |
| 10 | +4 | Prowess (d8, knowledge) | 3d8 | 5 | 45 |
| 11 | +4 | Enhanced Spirit | 3d8 | 5 | 49 |
| 12 | +4 | ASI | 3d8 | 6 | 54 |
| 13 | +5 | Prowess (knowledge) | 4d8 | 6 | 58 |
| 14 | +5 | [sub class], Inspire (d8) | 4d8 | 6 | 63 |
| 15 | +5 | | 4d8 | 7 | 67 |
| 16 | +5 | ASI, Prowess (knowledge) | 4d8 | 7 | 72 |
| 17 | +6 | | 5d8 | 7 | 76 |
| 18 | +6 | Prowess (d10, knowledge) | 5d8 | 8 | 81 |
| 19 | +6 | ASI | 5d8 | 8 | 85 |
| 20 | +6 | [capstone], Inspire (d10) | 5d8 | 8 | 90 |
Hit Die: d8
Spell Die: d8
Hit points at 1st level: 8 + Constitution score
Hit points each level beyond 1st: 5 + constitution modifier
Proficiencies:
Armor: Unarmored Defense (Intelligence)
Weapons: Clubs, Light Blades, Fans, Splash, Whips
Saving Throws: Dexterity, Intelligence
Skills: Performance and choose four of Acrobatics, Animal Handling, Athletics, Deception, Insight, Perception, Persuasion, Slight of Hand, and Stealth
Tools: Disguise Kit, two instruments of choice
Starting Equipment:
- Menu A (Weapons)
- Menu B (Armor or ranged weapon)
- Menu C (kits)
- accessory items
Creating a Jester
Example Build:
Jester Dual-Classing
Sacrificed: (subclass)
Dual-Classing Into Jester
Requirements: 3rd level, Proficiency in performance
3rd Level:
6th Level:
9th Level:
14th Level:
20th Level:
Manifest Spirit (see tetlian racial; if you do not have a twin, you may still manifest a spirit with the following changes. You must give the spirit hit points by investing focus points into it, with it gaining 3 hit points for every focus point invested, and you have a maximum investment of focus points equal to your proficiency bonus. You may reclaim your spirit as a bonus action, regaining invested 1 invested focus points for every 3 hit points the spirit has, rounding down. Your spirit is not a creature, and is not knocked out if destroyed by damage.
(if you have a twin, you may invest focus points to grant your twin increased maximum hit points at the same rate. You may also manifest a spirit if your twin is unconscious.
(investing FP into a double lasts until you regain FP)
Spirit Tricks (gain abilities that alter how your spirit works and what you can do with it.)
Trick Attack You may make a trick attack with your double as a bonus action on your turn, or as a reaction when an ally attacks an enemy within reach of your double. A trick attack is a melee spell attack using your intelligence modifier that deals damage based on your cantrip dice (shown on the table above for ease of reference), and if the attack is successful, then the target gains the "tricked" condition until the next attack against it is resolved (hit or miss).
"Tricked": Attacking a tricked enemy grants the attacker a +1d4 bonus to the attack and damage roll of that attack.
Prowess Dice (Gain prowess dice equal to proficiency modifier, recover half when rolling initiative. See carniphage for reference. Start with three prowess abilities)
- Ambush – When rolling initiative, grant yourself or one ally a prowess die to add to their initiative result.
- Daredevil – When making an acrobatics or athletics check, you may expend a prowess die to gain a bonus to that check equal to the result of the prowess die.
- Focus – As bonus action, select a target; next ally to attack that target gains prowess die to the first attack against it.
- Precision – Grant self prowess die to attack roll against target, even after the roll is made.
- Rally – Grants spent prowess die + charisma as temp HP to allies within 30 feet.
- Retreat – As bonus action, you may spend a prowess die to allow your allies to move up to half their speed, applying the prowess die as a penalty to attack rolls made against them until the end of your turn.
- Silver Tongue – When making a deception or persuasion check, you may expend a prowess die to gain a bonus to that check equal to the result of the prowess die.
- Sudden Strike – On a successful hit, you may spend a prowess die to allow one ally within melee range of your target to spend their reaction to make an attack of opportunity against your target.
Inspire (As a bonus action, grant inspiration die to an ally other than yourself, these inspiration die may be spent on any d20 roll or weapon damage roll. May use a number of times equal to proficiency bonus plus charisma modifier, regaining all expended uses on a long rest.)
Versatile Performance (Select a type of performance, gain ability to substitute your performance check for two related skills)
Spirit Tricks
For ease of reference: Twin applies exclusively to the Tetlian twin ability, Spirit applies exclusively to the manifest spirit ability, Double applies to both.
FP limit for spirit tricks is equal to your proficiency bonus unless otherwise stated.
Alluring Nightengale
Creatures you charm also gain the tricked condition while they are charmed by you.
As an action, you may spend 2 FP to attempt to charm a target within 30 feet of you that can see and hear you; this charm lasts for a number of rounds equal to your proficiency bonus, and a successful charisma saving throw negates the charm. You may hide this charm attempt with a performance check; creatures with a higher passive insight score than your check recognize the use of a charm ability (if they were charmed by this ability, they only recognize after the charm wears off).
You may spend additional focus points when using this charm ability; each additional focus point allows you to attempt to charm one additional creature.
Heartbreaker: As an action, you may end any number of charmed conditions you have caused (by this ability or another) to perform a trick attack against each creature for which you choose to end the charmed condition.
Body Substitution
You may swap places with your double once per turn as a bonus action.
Cicada Shell: As a reaction upon being attacked, you may spend 1 or more FP to teleport up to 15 feet directly away from your attacker, or swap places with your double. This teleportation occurs after the attack is resolved. If you are struck by the attack, you reduce the damage taken by 1d8 + intelligence modifier, which may be further reduced by 3 points of damage negated per FP spent.
Shifting Blade: Whenever you swap places with your double, your double may make a trick attack as part of the same action, after the teleport resolves. If this was in response to cicada shell, then you gain advantage on the spell attack roll for your trick attack.
Disguised Double (3rd level)
(Can make your double look completely realistic [free], or nearly invisible [2 FP, not invested]. A perception check vs your double's AC pierces the disguise; camouflage is removed if double attacks or is damaged; your double attacking from invisible inflicts the tricked condition)
(Can spend 3 FP to make yourself invisible while your double is realistic, but your range from them is halved)
Illusory Doubles (6th level)
(Create copy of yourself and your spirit/twin that might be hit instead of you. These can share your/your spirit's space, or be moved to provoke attacks of opportunity. A creature that attacks an illusory copy is set-up until the end of your next turn. Cannot be attacked from, but can spend FP to teleport to, dissolving the illusion teleported to.)
Independent Action
Your double can be up to twice the normal distance from you without disappearing at the end of your turn.
In addition, a number of times equal to your proficiency bonus, when you take the attack action, your double may also make an attack without using your own action. You regain uses of this ability after completing a long rest.
Mocking Laughter
(Apply a penalty to an enemy's roll as a reaction, penalty is 1d4 and increases with your inspire die. If the enemy's roll fails, it is tricked until the end of your next turn)
Pickpocket
You may spend an action to make a dexterity (sleight of hand) check against the target's passive perception. If successful, the target is tricked, and you may place an item you are holding onto their person, or if you have a free hand, you may steal an item you are aware of that can be drawn with a single item interaction.
Spirit Flight (6th level)
You can channel your spirit in a way to carry you through the air; as a bonus action when your spirit is not active, you may spend 3 focus points to gain a fly speed equal to your walking speed for 1 minute. You may end this effect at any time, but you may not manifest your spirit on a turn you benefited from this fly speed.
If you invest 3 FP into your double, it gains a fly speed equal to your walking speed during your turns.
Spirit Magic
You learn one green art of any school other than invocation; your spellcasting ability is intelligence. You may take this trick multiple times, each time selecting a different art.
Subclasses
Bloody Theatre
Three of a Kind
At 9th level (etc)
- (Split yourself and your hit points into 3, or 2 if you have a twin. Spending FP improves max HP for duration, but is not returned when dismissed unlike normal reclaim. Requires concentration to maintain, but damage to your doubles does not break it, only to the primary you.)
- Becomes Four of a Kind at 12th level, allowing a max of 4 "yous"
- Becomes Full House at 15th level, allowing a max of 5 "yous"
Duet Dancer
(expertise in performance)
(some sort of bonus for staying close together with your double; likely a shield or cover bonus?)
(under some condition, make extra trick attack with yourself and your double)
Mimic
Baffling Mirror
At 3rd level (etc)
- Confused Creatures are also counted as tricked for all your abilities that rely on the tricked condition
- You may spend 2 fp as an action to force a creature within [range] to make an intelligence save or be confused until the end of your next turn. Spellcasting FP limit; +1 FP = +1 round duration. While confused, there is a 50% chance the affected creature will target itself when using an attack or hazardous ability, or a 50% chance it will target you or your double (whichever is in range, prioritizing you) when using a beneficial ability, instead of the intended target.
- If you do not have your double active, you may mimic a recently used ability, with a -2 to your effective level (if relevant). The ability must have been used within the last (proficiency bonus) turns, and you must pay any related FP costs. If your effective level decrease makes you unable to pay the FP cost, then this ability fails.
Warped Mirror
At 6th level (etc)
Your spirit can take on the form of one other creature you can see within 60 feet, instead of yourself. Your spirit still has the same ability scores as you, but uses the target's size and movement. (some other stuff to cause confusion and hilarity)
(FP option: can create illusion of a creature next to it, and it must save or become tricked. May also instead do this with your double instead of a created illusion)
(rituals, if any)