8.6 KiB
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| Campaign Builder: Castles and Crowns |
The craft of the college of Jest—that of the jester— developed in glittering noble courts and disreputable taverns, on refuse-strewn street corners and makeshift wooden stages. The common jester is merely an entertainer, spurring laughter with their chaotic antics. Others, however, push past the mundane to explore the swirling maelstrom of chaos itself.
Distinct in your panoply of motley colors, you are an agent of havoc. You strive to become one with bedlam and dance on the eddies of mayhem. What others see as random chance, you bend to your will, adjusting the odds of fate so that your smiling face always comes out on top.
| Jest Progression | |
| Bard Level | Features |
| 3rd | Martial Tumbler, Probability Trick, Chaotic Legerdemain |
| 7th | Improbable Shield |
| 11th | Chaotic Tumbler |
| 15th | Surprise |
Bardic Performance: Martial Tumbling
3rd-Level Jest Feature
You can tumble over, around, and under your enemies, laughing all the while and inspiring your allies to do the same. When you use your Bardic Performance feature and as part of each bonus action spent maintaining it, you can use the Disengage action and can move through a hostile creature’s space, regardless of its size, while disengaging. Each ally that starts its turn within range of your performance can move through a hostile creature’s space, regardless of the creature’s size, without provoking opportunity attacks.
Probability Trick
3rd-Level Jest Feature
You can manipulate the myriad permutations of chaos. When an effect would cause you to roll a die and consult a table to determine a random result, such as the confusion spell or a wand of wonder, you can use a reaction to expend one use of your Bardic Inspiration feature and choose the result instead. This feature can’t be used to manipulate artifacts, legendary or fabled magic items or other unique effects or relics.
Chaotic Legerdemain
3rd-Level Jest Feature
You can craft a marotte, a jester’s stick topped with a carved head, that can be used as an arcane focus. In addition, you can use an action to tap your marotte on a container you wear or hold—such as a bag, pouch, pocket, or even a hat or closed fist—and magically draw an item from it. The size of the container or of the item doesn’t limit this feature. The object, or effect, is chosen randomly by rolling on the Marotte Random Effects table (or GM’s discretion).
Only one item you produce from the container can exist at a time. The item or effect vanishes after 1 hour, if it is sold, once it is used (in the case of consumable objects), or if you use this feature again. Once you use this feature, you can’t use it again until you finish a short or long rest.
If you use your Probability Trick feature, you can roll twice on the table and choose which result to take. At 10th level, you no longer need to roll when using Probability Trick with this feature and can produce whichever item you desire.
| Marotte Random Effects | |
|---|---|
| d20 | Spells |
| 1 | Oops! A part of you changes to that of an animal, like the ears of a donkey or a cat’s tail. |
| 2 | A bouquet of color-changing flowers that sing love songs in different languages. |
| 3 | A complete outfit of clothing of your choice. |
| 4 | A finely crafted set of tools of your choice. |
| 5 | A handful of tiny seeds that burst into magical sparkles when thrown into the air. |
| 6 | A life-sized marionette that resembles you and mimics your movements and actions. |
| 7 | A musical instrument that sounds like a completely different musical instrument. |
| 8 | A non-magical object weighing no more than a pound, which appears in the pocket of a friendly creature within 100 feet of you. |
| 9 | A non-magical weapon of your choice, which you gain proficiency with until it vanishes. |
| 10 | A piece of adventuring equipment, such as 50 feet of rope, a ladder, or an oil lamp. |
| 11 | A potion of healing |
| 12 | A small cake or cream pie. |
| 13 | A small hand puppet that comically resembles a random creature within 30 feet of you. |
| 14 | A small painted ball that always returns to your hand when you bounce it. |
| 15 | A Tiny Beast (CR 0) that flees the moment you release it. |
| 16 | A wicker picnic basket containing a fine meal for two, complete with wine and dessert. |
| 17 | An egg that utters any sound you choose at a volume up to a shout when it breaks. |
| 18 | The illusion of a random creature from a random bag of tricks, which lasts 1 minute and performs acrobatic tricks at your command. |
| 19 | The key to a lock within 1 mile of your current location. |
| 20 | Red dragon! Well, its head, which roars in fury before disappearing. |
Improbable Shield
7th-Level Jest Feature
As an action, you can conjure a number of floating juggling batons, confections, balloon animals, or similar tools of the jester trade up to your PB, causing them to swirl around you for 1 minute. For the duration, ranged attacks made against you have disadvantage.
While this is active, you can use a bonus action to launch one of your batons (or other objects) at a target you can see within 30 feet of you. The target must succeed on an INT save or be blinded, incapacitated, or deafened (your choice) until the end of its next turn—as the pie splatters in its eyes, the baton bonks it on the head, or the cymbals crash on its ears.
The effect ends early if you expend the last floating object. You can use this feature a number of times equal to your PB, regaining all expended uses when you finish a long rest.
Chaotic Tumbler
11th-Level Jest Feature
When you use your Martial Tumbler feature to move through a hostile creature’s space, that creature must succeed on a DEX save against your spell save DC or be marked with chaos until the start of your next turn and knocked prone. Whenever a creature marked with chaos would roll a die and consult a table to determine a random effect, the creature must roll two dice for the effect, and you choose which die result the creature uses.
Surprise
15th-Level Jest Feature
As a bonus action, you can point your marotte (see the Chaotic Legerdemain feature) at a creature you can see within 60 feet of you. The target must succeed on an INT save, or you vanish from your current position and magically spring out of a container the target is wearing or holding—such as a bag, pouch, pocket, or even a hat or closed fist—appearing in an unoccupied space within 5 feet of the target. When you do so, you can make one weapon attack against that target as part of the same bonus action.
You can use this feature a number of times per day equal to your PB and regain all expended uses when you finish a long rest.