Jester
About this class
Jesters train in mind and body to master the art of comedy in all of its forms. Their honed physicality can flourish in astounding acrobatics or hilariously-feigned clumsiness, and their practiced charms can can flourish in improvised punchlines or elaborate satires. In any case, these trickstery entertainers are adepts at transforming humor into either a balm to soothe their allies or a cudgel to lambaste their enemies. Never afraid of laughing at themselves, jesters go out of their way to not be taken seriously, and when an enemy is fooling enough to do so, the last laugh is theirs.
Included subclasses
Domains
Bone
Grace
Starting stats
Hope feature
Class features
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Comedy of Errors
When either you or a creature within Close range fail a roll, mark a Stress to crack an especially funny joke about it (player is encouraged to actually come up with one). Either an ally within Close distance removes Stress, or an adversary within Close range marks a Stress, equal to half your Tier.
Class items
- A deck of playing cards
- A pair of hand puppets
Character questions
Background prompts
- What grand experience has inspired you to leave your old life behind and walk the path of the travelling entertainer?
- There is a tragic event in your past, that you choose to conceal behind the mask of comedy. What is it, and how it still haunts you?
- Your antics may be irriverently undignified, but there is a subject you would never joke about. Which subject, and why?
Connection prompts
- Did you enjoy my performances, before we got to know each other proper?
- What is the one joke between us, that cracks the both of us up every time?
- You’re still salty at me over a past prank at your expense. What did I do?
Subclass cards
Printable via header menu
Harlequin
Foundation
SPELLCAST TRAIT: Agility
Awesome Acrobat: When you use your Comedy of Errors class feature to clear an ally’s Stress, another ally within Close range clears 1 Stress as well.
Try and Get Me!: Spend a Hope, all adversaries within Close range suffer a -1 penalty to attacks against targets other than you, until the next time an attack succeeds against you or until the end of the scene.
Harlequin
Specialization
Twist & Tumble: Make an Agility reaction roll when an adversary attacks you. If you succeed, you can immediately move anywhere within Very Close range, without risk of taking attacks.
Confounding Cavort: When an adversary misses you in Melee, spend a Hope to either make that adversary temporarily Vulnerable or clear a Stress from an ally within Close range.
Harlequin
Mastery
Show-Stopper: Before an adversary attacks you, or before you roll to avoid damage, you can spend a Hope. If the adversary misses, or you avoid the damage, remove 1 Fear from the GM’s Fear pool.
Scaramouche
Foundation
SPELLCAST TRAIT: Presence
Rabble-Rouser: When you use your Comedy of Errors class feature to force an adversary to mark a Stress, that adversary suffers temporary Disadvantage to attack rolls against any creature other than you.
Miles Gloriosus: Spend a Hope, all allies within Close range gain a +1 bonus to attacks, until you fail an attack roll or until the GM spends a Fear to end this effect.
Scaramouche
Specialization
Bombastic Boast: Make a Presence roll when an enemy within Very Close range misses you, if you succeed the adversary marks a Stress.
Courageous Cower: When an ally is within Melee range of you, adversaries suffer Disadvantage to attacks against you.
Scaramouche
Mastery
Eldritch Braggart: When you roll against an adversary, you can spend 2 Hopes. If you succeed, remove 1 Fear from the GM’s Fear pool.
Jester
Jesters train in mind and body to master the art of comedy in all of its forms. Their honed physicality can flourish in astounding acrobatics or hilariously-feigned clumsiness, and their practiced charms can can flourish in improvised punchlines or elaborate satires. In any case, these trickstery entertainers are adepts at transforming humor into either a balm to soothe their allies or a cudgel to lambaste their enemies. Never afraid of laughing at themselves, jesters go out of their way to not be taken seriously, and when an enemy is fooling enough to do so, the last laugh is theirs.
Domains
Bone + Grace
Starting Evasion
12
Starting Hit Points
6
Class Items
- • A deck of playing cards
- • A pair of hand puppets
Jester’s Hope Feature
Light-Hearted : Spend 3 Hopes to clear 2 Stress from an ally within Close range.
Class Features
Comedy of Errors
When either you or a creature within Close range fail a roll, mark a Stress to crack an especially funny joke about it (player is encouraged to actually come up with one). Either an ally within Close distance removes Stress, or an adversary within Close range marks a Stress, equal to half your Tier.
Jester Subclasses
Choose either the Harlequin or Scaramouche subclass.
Harlequin
Play a Harlequin if you want to cavort across the battlefield and leave your allies in awe of your acrobatics.
Spellcast Trait
Agility
Foundation Features
Awesome Acrobat: When you use your Comedy of Errors class feature to clear an ally’s Stress, another ally within Close range clears 1 Stress as well.
Try and Get Me!: Spend a Hope, all adversaries within Close range suffer a -1 penalty to attacks against targets other than you, until the next time an attack succeeds against you or until the end of the scene.
Specialization Feature
Twist & Tumble: Make an Agility reaction roll when an adversary attacks you. If you succeed, you can immediately move anywhere within Very Close range, without risk of taking attacks.
Confounding Cavort: When an adversary misses you in Melee, spend a Hope to either make that adversary temporarily Vulnerable or clear a Stress from an ally within Close range.
Mastery Feature
Show-Stopper: Before an adversary attacks you, or before you roll to avoid damage, you can spend a Hope. If the adversary misses, or you avoid the damage, remove 1 Fear from the GM’s Fear pool.
Scaramouche
Play a Scaramouche if you want to mock and confound your enemies into oblivion.
Spellcast Trait
Presence
Foundation Features
Rabble-Rouser: When you use your Comedy of Errors class feature to force an adversary to mark a Stress, that adversary suffers temporary Disadvantage to attack rolls against any creature other than you.
Miles Gloriosus: Spend a Hope, all allies within Close range gain a +1 bonus to attacks, until you fail an attack roll or until the GM spends a Fear to end this effect.
Specialization Feature
Bombastic Boast: Make a Presence roll when an enemy within Very Close range misses you, if you succeed the adversary marks a Stress.
Courageous Cower: When an ally is within Melee range of you, adversaries suffer Disadvantage to attacks against you.
Mastery Feature
Eldritch Braggart: When you roll against an adversary, you can spend 2 Hopes. If you succeed, remove 1 Fear from the GM’s Fear pool.
Background Questions
Answer any of the following, or create your own.
- • What grand experience has inspired you to leave your old life behind and walk the path of the travelling entertainer?
- • There is a tragic event in your past, that you choose to conceal behind the mask of comedy. What is it, and how it still haunts you?
- • Your antics may be irriverently undignified, but there is a subject you would never joke about. Which subject, and why?
Connections
Ask one of the following, or improvise.
- • Did you enjoy my performances, before we got to know each other proper?
- • What is the one joke between us, that cracks the both of us up every time?
- • You’re still salty at me over a past prank at your expense. What did I do?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.