My Documents
Become a Patron!
# Juggler When a person spends enough time learning every trick to a weapon - every unique point of balance, how to get just the right spin on it to throw it and catch it when it comes down without cutting yourself - eventually that weapon begins to speak to a person. Spiritually, at first; it begins to feel like an old friend. Then, either to the wielder's satisfaction or absolute horror, the weapon really and truly speaks to them with an audible voice, and it's seen everything you've done in the privacy of your bedroom. ## The Inner Self The magic possessing a Juggler stems from somewhere within, like sorcery only entirely focused on the Juggler's craft. As such, though they can "hear" their tool of choice speaking to them, the tool itself has no innate magic properties. It all comes from the juggler, and what the weapon has to say is something along the lines of what the juggler has been thinking all along, but maybe was afraid to say out loud or admit. The voice drives them onward, towards grander adventures and a bigger name than the juggler would ever risk on their own. Whether the juggler is better off realizing the voice is theirs would depend on their relationship with peer pressure. ## Creating a Juggler When creating a Juggler, consider a character with a certain level of inner conflict. They may desire safety, but are compelled to adventure by a voice in their weapon pushing them out into the world. Or, perhaps, it may be the reverse, where the Juggler is ambitious and reckless, and the voice is trying desperately to keep them in line and alive. Either way, the inner balance of a Juggler should be a circus act unto itself. \columnbreak ### Quick Build You can make a Juggler quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Constitution. Choose the entertainer background. ## Class Features As a Juggler, you gain the following class features. #### Hit Points ___ - **Hit Dice:** 1d8 per Juggler level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per Juggler level after 1st #### Proficiencies ___ - **Armor:** Light armor - **Weapons:** Simple weapons, longswords, rapiers, shortswords - **Tools:** None ___ - **Saving Throws:** Dexterity, Charisma - **Skills:** Choose two from Acrobatics, Athletics, Deception, Insight, Intimidation, Perception, Performance, Persuasion, and Sleight of Hand ### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a rapier or *(b)* a shortsword, or *(c)* any simple weapon - a shortsword - Leather armor and a dagger \pagebreak
| Level | Proficiency Bonus | Features | Telekinesis STR | |:---:|:---:|:--:| :--: | :--:| | 1st | +2 | Telekinesis, Weapon Whisperer | 10 | | 2nd | +2 | Luck Ritual | 10 | | 3rd | +2 | Preternatural Perception | 14 | | 4th | +2 | - | 16 | | 5th | +3 | Telekinetic Control | 16 | | 6th | +3 | Nimble Toes | 16 | | 7th | +3 | Magic Conduit | 16 | | 8th | +3 | Ability Score Improvement | 16 | | 9th | +4 | Luck Ritual Improvement | 16 | | 10th | +4 | - | 18 | | 11th | +4 | Big Shove | 18 | | 12th | +4 | Ability Score Improvement | 18 | | 13th | +5 | - | 20 | | 14th | +5 | Vice Grip | 20 | | 15th | +5 | Without Eyes | 20 | | 16th | +5 | Ability Score Improvement | 20 | | 17th | +6 | Luck Ritual Improvement | 20 | | 18th | +6 | - | 22 | | 19th | +6 | Ability Score Improvement | 22 | | 20th | +6 | Spinning Blades | 24 |
### Telekinesis A Juggler does more than just throw things into the air. Through some form of sorcery, you are able to levitate objects through sheer force of will. ___ Your Telekinesis has its own separate Strength ability which increases as you gain levels, as shown in the Telekinesis STR column of the Juggler table. You have proficiency in Telekiesis. Telekinesis has a range of 80 ft and may be used on any creature or object you can see up to that distance, in the following ways: - You may use a bonus action to draw or sheathe a weapon, ready or loose a shield, manipulate an item, or move an item up to 30 ft. - You may attack directly with Telekinesis as an Attack action. To do so, first roll to hit using your Telekinesis Strength modifier. If you hit, you do damage equal to **1 + your Telekinesis Strength modifier**. - You may use an Attack action to attack a creature with a melee weapon you are proficient in if the weapon is next to that enemy. To do so, first roll to hit using your Telekinesis Strength modifier. If you hit, you do damage equal to **your weapon damage + your Telekinesis Strength modifier**. - If a creature is of size category Large or smaller, you may attempt to Grapple the creature using an Attack action. To do this, first roll to hit using your Telekinesis Strength modifier. Next, make a Strength check using your Telekinesis Strength against the creature's Strength (Athletics) or Dexterity (Acrobatics). If your Strength check is higher, you have successfully Grappled the creature and may immediately "squeeze" the creature to deal damage equal to **1 + your Telekinesis Strength modifier**. After the creature is Grappled, you may use an action to drag the creature horizontally a distance of 15 ft. If the creature attempts to escape the Grapple, check your Telekinesis Strength against the creature's Strength (Athletics) or Dexterity (Acrobatics). Do not apply your Athletics skill to your Telekinesis Strength checks. - If a creature is size category Large or smaller, you may attempt to Shove the creature using an Attack action. To do this, first roll to hit using your Telekinesis Strength modifier. Next, make a Strength check using your Telekinesis Strength against the creature's Strength (Athletics) or Dexterity (Acrobatics). If your Strength check is higher, you have successfully Shoved the creature, either pushing it 5 feet horizontally in a direction of your choosing, or knocking it prone. If you succeed at Shoving the creature, you may additionally cause damage to the creature equal to **1 + your Telekinesis Strength modifier**. Do not apply your Athletics skill to your Telekinesis Strength checks. \pagebreak ### Weapon Whisperer Choose a type of weapon, such as swords, axes, daggers, etc. You have a unique affinity with that kind of weapon due to extensive training or unusual circumstances. You can communicate with that type of weapon conversationally, as though it were a living creature. However, the weapon itself is not necessarily magical - rather, this is an ability which is inherent to your character. No one else can hear the weapons speaking. Because the weapons are speaking through your character, they will generally only know things your character is already aware of or could pick up on in the moment. However, you may also attempt a Wisdom (Perception) check to learn information about the weapon's immediate past and circumstances that you do not already know. This works similarly to an attempted Investigation. The information provided by the weapon will be dependent on the success of your roll and may be very vague, perhaps only hinting at clues. The DM is the final arbiter on what constitutes a specific "type" of weapon, and may, if they feel appropriate, prevent a weapon from communicating with you under extenuating circumstances, such as if a weapon is enchanted with a genuine personality and ability to speak, for example. ### Luck Ritual Starting at 2nd level, once per long rest, you may engage in a lucky ritual centered around the type of weapon you selected for Weapon Whisperer. You and all your comrades must carry out a specific practice, such as touching the pommel of the weapon if it is a sword, passing the weapon around in a circle, or anything else which you and the other players feel is an appropriate way to receive good luck. After doing this, a small amount of your magic influence rubs off on everyone within 10 ft of the weapon when the ritual began, granting everyone 3 points of temporary HP. At 9th level, this feature increases in strength, instead granting 15 points of temporary HP. At 17th level, this feature grows in strength again, instead granting 25 points of temporary HP. ### Preternatural Perception Starting at 3rd level, so long as you are in the possession of a weapon of the type you selected for Weapon Whisperer, your perception is honed by the weapon. You gain +2 to all Wisdom (Perception) checks. ### Telekinetic Control Starting at 5th level, after you take an Attack action using Telekinesis, you may take a second Attack action using Telekinesis. If you make a second attack with Telekinesis using this feature, you cannot perform any other additional attacks. \columnbreak ### Nimble Toes Starting at 10th level, your speed increases by 10 feet when you aren't wearing heavy armor. ### Magic Conduit Starting at 7th level, any weapon of the type you selected for Weapon Whisperer may, at your discretion, be considered magical when you wield it or attack with it using Telekinesis. Regardless of whether you choose to make the weapon magical, all weapons of the type you selected for Weapon Whisperer deal an additional +1 damage when you are wielding them or when attacking with them using Telekinesis. ### Ability Score Improvement When you reach 8th level, and again at 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you cant increase an ability score above 20 using this feature. ### Big Shove Starting at 11th level, you may use an Attack action to Shove every creature within a 10 ft radius. To do this, choose a point within your Telekinesis range. All creatures within 10 ft of that point must make either a Strength (Athletics) check or a Dexterity (Acrobatics) check against a Strength check using your Telekinesis Strength. All creatures who roll lower than your Strength check suffer damage equal to **1 + your Telekinesis Strength modifier** and, if they are size category Large or smaller, they are knocked prone. After making this attack, you may use Telekinetic Control to perform another Telekinetic attack, including a second Big Shove, if you wish. ### Vice Grip Starting at 14th level, you may use a bonus action to add +4 to your Telekinesis Strength ability score for 1 minute (for example, increasing Telekinesis Strength from 20 to 24). You must complete a long rest before you can use this feature again. \pagebreak ### Without Eyes Starting at 15th level, you may select one weapon of the type you chose for Weapon Whisperer and use an action to be able to see from its point of view. Once you have established this connection, you can see everything the weapon can "see" for the next hour. A weapon can see roughly 120 degrees from whatever facing you choose to be its "front" when you establish this link. You can only see through this link, and cannot hear, smell, or use any other senses from the weapon's point of view. The weapon can travel any distance from you and still provide this link after it has been established, but if it finds itself in a different plane or alternate dimension from you, the link is severed. You continue to use your own senses as normal while this link is established, and it is not disorienting to you to see from two perspectives at once. You cannot use the weapon's point of view to establish a line of sight for the purpose of using Telekinesis, and must continue to rely on your character's own natural line of sight to perform actions with Telekinesis. After the link fades or is severed, you must finish a long rest before you can use this feature again. ### Spinning Blades At 20th level, with a weapon of the type selected for the Weapon Whisperer feature, you may use an Attack action to perform up to eight Telekinesis weapon attacks at once. However, as soon as an attack misses, the attack rhythm has been dropped and all remaining attacks in the chain are considered to have missed as well. For example, if the third attack in the chain misses, the fourth, fifth, sixth, seventh, and eighth attacks miss as well. You may not use Telekinetic Control with this feature. You must finish a long rest before you can use this feature again.