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## Roguish Archetype At 3rd level, a rogue gains the Roguish Archetype feature. The following is an additional option available to rogues, in addition to those offered in the *Player's Handbook* and other published Wizards of the Coast works. ### Jester Comedy is an art form that some few study with an almost religious zeal, honing their words and their blades with endless practice and performance. Some that style themselves as jesters are simple entertainers with an adventurous bent, while others are genuine devotees of trickster deities such as Garl Glittergold, Avandra, Loki, or Olidammara, and consider their jesting a holy calling of sorts. Regardless, a jester is a student of life, emotion, and culture, and appreciates both the highs and lows afforded to mortals by the conditions in which they live. Occupying a unique place in society as professional outcasts, jesters can often talk or act how they please within broader limits than those imposed on their peers, as people are quick to write off a jester as a simple lunatic or fool. A jester observes and comments, always knowing the right word or phrase to get a laugh, a tear, a bellow of murderous rage, or to simply swing the opinions of others their way. ##### Jester Features | Rogue Level | Feature | |:----:|:-----------| | 3rd | Harlequin's Mask, Spellcasting| | 9th | Jesting Inspiration | | 13th | Cruel Comedy | | 17th | Disappearing Act | #### Harlequin's Mask When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and two of the following: Deception, Performance, or one kind of gaming set. You can, as an object interaction, either don a mask in your possession with traditional harlequin markings, or apply facepaint from your disguise kit to achieve a similar effect. In either case, while wearing your Harlequin’s Mask you have advantage on any check made to cause a distraction. If you hit with an attack while wearing your mask and deal damage with your Sneak Attack ability, you can utter insults laced with subtle enchantments. The target must succeed on a Wisdom saving throw against your spell save DC or have disadvantage on the next attack roll it makes before the end of its next turn. \columnbreak #### Spellcasting When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list in the Player’s Handbook. ##### Jester Spellcasting | Rogue Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | |:---:|:---:|:---|:---|:---|:---|:---:| | 3rd | 3 | 3 | 2 | — | — | — | | 4th | 3 | 4 | 3 | — | — | — | | 5th | 3 | 4 | 3 | — | — | — | | 6th | 3 | 4 | 3 | — | — | — | | 7th | 3 | 5 | 4 | 2 | — | — | | 8th | 3 | 6 | 4 | 2 | — | — | | 9th | 3 | 6 | 4 | 2 | — | — | | 10th | 4 | 7 | 4 | 3 | — | — | | 11th | 4 | 8 | 4 | 3 | — | — | | 12th | 4 | 8 | 4 | 3 | — | — | | 13th | 4 | 9 | 4 | 3 | 2 | — | | 14th | 4 | 10 | 4 | 3 | 2 | — | | 15th | 4 | 10 | 4 | 3 | 2 | — | | 16th | 4 | 11 | 4 | 3 | 3 | — | | 17th | 4 | 11 | 4 | 3 | 3 | — | | 18th | 4 | 11 | 4 | 3 | 3 | — | | 19th | 4 | 12 | 4 | 3 | 3 | 1 | | 20th | 4 | 13 | 4 | 3 | 3 | 1 | \pagebreak #### Spellcasting When you reach 3rd level, you gain the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 for the bard spelllist. ***Cantrips.*** You learn three cantrips: *vicious mockery* and two other cantrips of your choice from the bard spell list. You learn another bard cantrip of your choice at 10th level. ***Spell Slots.*** The Jester Spellcasting table shows how many spell slots you have to cast your spells of 1st level or higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For an example, if you know the 1st-level spell *charm person* and have a 1st-level and 2nd-level spell slot available, you can cast *charm person* using either slot ***Spells Known of 1st-Level and Higher.*** You know three 1st-level bard spells of your choice. The Spells Known column of the Jester Spellcasting table shows when you learn more bard spells of 1st level or higher. Each of these spells must be of a level for which you have spells slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the bard spells you know with another spell of your choice from the bard spell list. The new spell must be of a level for which you have spells slots. ***Spellcasting Ability.*** Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into your performance. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw for DC for a bard spell you cast and when making an attack roll with one.
Spell save DC
= 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier
= your proficiency bonus + your Charisma modifier
#### Jesting Inspiration At 9th level, you can inspire others through wit, jokes, pranks, or good-natured taunts. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you.That creature gains one Jesting Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Jesting Inspiration die, but must decide before the Dungeon Master says whether the roll succeeds or fails. Once the Jesting Inspiration die is rolled, it is lost. A creature can have only one Jesting or Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. \columnbreak #### Cruel Comedy Starting at 13th level, your aptitude with the art of jesting gains more refinement, and your comedic barbs become ever more brutal and merciless. Whenever a creature fails its save against your *vicious mockery* or the Wisdom saving throw imposed by your Harlequin’s Mask feature, the first attack you make against that enemy before the end of your next turn has advantage. In addition, while wearing your Harlequin’s Mask you are immune to being charmed. #### Disappearing Act By 17th level, you can temporarily disappear, dodging that which cannot normally be dodged. Whenever you are forced to make a non-Dexterity based saving throw, you may use your reaction to change the saving throw into a Dexterity saving throw for yourself. After using this feature, you must take a short or long rest before you can do so again.