4th Edition D&D Homebrew class: the Jester

Neirai the Forgiven

Christian Guilds List Manager
Here's a project I've been working on all year.

You can use it, but I'd love feedback on balance, fun, etc.
I have a version with better formatting if you want it.



Jester (Bard)
"You use a mixture of unstoppable movements and quick blades to keep your enemies in check, mixing in magic and performance skills when necessary."

Role: Controller. Power Source: Martial, Arcane.
str con DEX int wis CHA
+0 Fort, +1 Ref, +1 Will. 12 + Con HP at first level. +5 HP per level.

Class Traits
Power Source: Martial, Arcane
Key Abilities: Charisma, Dexterity
Armor Proficiencies: Cloth, Leather, Hide
Weapon Proficiencies: simple and military one-handed melee weapons.
Implement Proficiencies: Ki focuses, Orbs.
Bonus to Defense: +1 Reflex, +1 Will
Hit Points at 1st Level: 12+ Constitution Score
Hit Points per Level Gained: 5
Healing Surges: 7 + Constitution Score
Trained Skills: From the Class skills list below, choose 4 trained skills at first level.
Class Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis), Religion
(Int), Stealth (Dex), Streetwise (Cha), Thievery (Dex).
Class Features: Entertainment Profession, Quick Fingers, Perform Magic, Sleight of Hand Strike, Street Performer, Well Traveled, Witty Rejoinder.
Class Attacks: Level 1 Profession At-will, Level 1 Profession Encounter Power, Level 1 Jester Emanations; Level 2 Bard Utility Power; Level 3 Improved Profession Encounter; Level 4 Emanation Option, Stylistic Combat; Level 6 Bard Utility Power; Level 7 Improved Jester Emanation, Improved Profession Encounter; Level 8 Emanation Option, Jester Mobility, Level 10 Bard Utility Power, Level 13 Improved Profession Encounter, Level 15 Paragon Combat Synergy; Level 16 Bard Utility Power; Level 17 Empowered Jester Emanation; Level 22 Bard Utility Power; Level 23 Epic Jester Mobility, Level 25 Epic Combat Synergy, Level 27 Contortionist, Level 29 Improved Sleight of Hand


Level 1
ENTERTAINING PROFESSION

You gain the following benefits:
Juggler:
+proficiency with simple and military weapons with the light thrown keyword
+the “Juggler’s Toss” at-will power
+the “Arcane Cascade” encounter power
+skill training in Thievery

Juggler’s Toss Bard Attack 1
Swift blades leave your fingers in strange arcs and at speeds that baffle the mind.
At will * Martial, Weapon
Standard Action, Melee weapon +1
Requirement: You must use this power with a weapon with the small or light thrown keywords.
Target: one creature
Attack: Dexterity vs. AC
Hit: 1[W] (on hand) + Dexterity modifier damage
Effect: Make a secondary attack.
Target: one creature in range that was not hit by the primary attack
Attack: Dexterity vs. AC
Hit: 1[W] (off hand) + Dexterity modifier damage

Arcane Cascade Bard Attack 1
Your willpower infuses your weapons with magical power, but your manifestations are random.
Encounter * Arcane, Martial, Weapon; Varies
Standard Action, Ranged weapon
Requirement: Light thrown weapon
Target: one or two creatures in range.
Attack: Dexterity vs. AC
Hit: 1[W] (on hand) + Dexterity modifier damage. Roll a d6 to determine the attack’s damage type and effect.
1-2: Fire and Force damage, and the target is knocked prone. Each creature adjacent to the target takes 1 fire damage.
3-4: Cold and Radiant damage, and the target is slowed and cannot benefit from cover and concealment (not including superior cover and total concealment) (save ends both.)
5-6: Lightning and Thunder damage, and the target is dazed until the end of your next turn.
Effect: Make a secondary attack
Target: one creature in range that was not hit by the primary attack
Attack: Dexterity vs. AC
Hit: 1[W] (off hand) + Dexterity modifier damage. Using the table above, use the next higher-number result in order to determine this attack’s damage type and effect.

Hypnotist:
+proficiency with one and two-handed simple and martial melee weapons

+can use light or heavy blades as an implement
+the “Mesmeric Flourish” at-will power
+the “Hypnotic Suggestion” encounter power
+skill training in Arcana

Mesmeric Flourish Bard Attack 1
Your blade flashes and spins, leaving your enemies mesmerized without them even knowing it.
At will * Arcane, Charm, Weapon
Standard Action, Melee weapon
Target: one creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and your subsequent Mesmeric Flourish attacks against the target may target the Will defense (this is a charm effect.)

Hypnotic Suggestion Bard Attack 1
With a slight command, you activate a hidden trigger in your opponents’ mind, causing him to forget what he’s doing.
Encounter * Arcane, Charm, Implement
Minor Action, Close burst 10
Target: one creature in burst that can hear and see you.
Attack: Dexterity vs. Will
Hit: Choose one of the following:

+The target can not see you or one ally within 5 squares of you until the end of your next turn.

+Until the target hits with an attack, all of its attacks miss on an odd roll.

+Once per round, you may choose to have the target fail a saving throw (save ends.)
Special: Can only be used once per round.

Tumbler:
+proficiency with one-handed simple and military weapons with the off-hand keyword

+the “Madcap Rush” at-will power
+the “Iron Ring” encounter power
+skill training in Athletics

Madcap Rush Bard Attack 1
Your rush unnerves your enemy, sending him staggering beneath your relentless attacks.
At will * Martial, Weapon
Standard Action, Melee weapon
Requirement: Must be wielding a weapon with the off-hand keyword in your main hand.
Target: one creature
Attack: Dexterity vs AC
Hit: 1[W] (on hand) + Dexterity modifier damage, and push the target one square, then shift one square into the square the target vacated. Make a secondary attack as follows:
Requirement: Must be wielding a weapon with the off-hand keyword in your off hand.

Target: one creature
Hit: 1[W] (off hand) + Dexterity modifier damage.

Iron Ring Bard Attack 1
Your magic conjures a large electrified ring, which you use to ride over your enemies.
Encounter * Arcane, Lightning
Standard Action, Personal
Effect: Shift your speed. You may move through enemy spaces as part of this movement, but you must end this movement in a free space. Each enemy that you move through takes Dexterity modifier + Charisma modifier lightning damage and falls prone. Each enemy can only suffer this effect once during this effect. Your turn ends after you use this power.
Special: If an effect would let you charge, you may use this power instead.

Acrobat:

+gain proficiency with the double axe, double sword, and double flail weapons, as well as the Staff Fighting feat.
+the “Spinning Rod” at-will power
+the “Steel Cord” encounter power
+skill training in Acrobatics

Spinning Rod Bard Attack 1
Your weapon’s end flares with magical elements, and you spin it expertly before plunging it towards the heart of an enemy.
At will * Arcane, Martial, Weapon; Varies
Standard Action, Close burst 1
Requirement: must be wielding a weapon with the double keyword.
Target: each enemy in burst
Attack: Dexterity vs AC
Hit: 1[W] (off hand) damage. Choose fire or lightning damage.
Effect: Make a secondary attack as follows:
Range: Melee weapon
Target: one creature
Attack: Dexterity vs AC
Hit: 1[W] (on hand) + Dexterity modifier damage, and the target is pushed 1 square.

Steel Cord Bard Attack 1
You fire a wire from a hidden holster, enveloping a target in steel threads and giving you a new path to get to him.
Encounter * Arcane, Lightning, Implement
Standard Action, Ranged 10
Requirement: You must be standing adjacent to a wall, floor, or other solid non-animate object.
Target: one creature standing adjacent to a wall, floor, or other solid non-animate object.
Attack: Dexterity vs Reflex
Hit: 1d10 + Dexterity modifier lightning damage, and the target is restrained (save ends.)
Effect: You attach a one inch thick steel cord between a wall, floor, or other solid non-animate object adjacent to you and another wall, floor, or other solid non-animate object adjacent to the target. This cord persists until the end of the encounter and can be walked on as per normal.


MAGICAL DABBLING
At level one, choose an option from the list below. This option becomes your Primary Magical Attunement. You gain all of the powers in the list that follows it. You may use those powers a total number of times per day. At first level, that total is twice per day.

Pyrotechnics: Fire and Lightning
During this day, you can use the following powers. If you use a Fire power from this list, you cannot use a Lightning power from this list during the same encounter, and visa versa. The total number of times you can use powers from this list per day depends on your level.

Burst into Flame Fire Power
Special * Arcane, Implement, Fire
Standard Action, Close blast 3
Target: Each creature in blast
Attack: Charisma + 2 vs Reflex
Hit: Charisma modifier fire damage.
Effect: Create a zone of mundane fire in the target area. Creatures who enter the zone or start their turns in the zone take 1d10 + Charisma fire damage. The zone lasts until it is extinguished.

Consume in Flames Fire Power
Special * Arcane, Fire
Standard Action, Personal
Effect: One flammable object that you are holding bursts into flames and is reduced to ash.

Affect Fire Fire Power
Special * Arcane, Fire
Standard Action, Close burst 5
Target: one fire within target area
Effect: You may choose Charisma modifier squares adjacent to any square filled with the target fire. Those squares become filled with fire. You may instead choose Charisma modifier squares of the target fire and extinguish them.

Withstand Flames Fire Power
Special * Arcane, Charm, Fire
Immediate Interrupt, Personal
Trigger: The square you occupy is within the target area of an Area, Burst, or Blast attack with the Fire keyword.
Effect: You remove your square from the attack’s target.

Streams of Lightning Lightning Power
A bright bolt leaps from your fingers to a target, and then leaps between each enemy.
Special * Arcane, Attune, Implement, Lightning
Standard Action, Close blast 3
Target: Each enemy in blast
Attack: Charisma + 2 vs Reflex
Hit: 1d6 + Charisma modifier lightning damage, and another creature within 10 squares of you takes Charisma modifier lightning damage. You may not target a creature that has already been damaged by this attack.

Ground Self Lightning Power
Special * Arcane, Lightning
Immediate Interrupt
Trigger: Enemy uses a power with the lightning keyword that could target you and does not target you
Effect: You become the target of that power

Static Cling Lightning Power
Special * Arcane, Lightning
Move Action, Personal
Effect: You move your speed. During this move and until the end of your next turn, you count as having spider climb.

Magnetic Shielding Lightning Power
Daily * Arcane Lightning
Immediate Interrupt
Trigger: You are subject to an attack with the weapon keyword.
Effect: Gain a +4 power bonus to all defenses for the duration of the triggering attack.

Harlequin: Necrotic and Radiant
During this day, you can use the following powers. If you use a Necrotic power from this list, you cannot use a Lightning power from this list during the same encounter, and visa versa. The total number of times you can use powers from this list per day depends on your level.

Touch of Death Necrotic Power
You lay your hand on an enemy, assailing their life force with your own.
Special * Arcane, Implement, Necrotic
Standard Action, Melee touch
Attack: Dexterity vs. Reflex
Hit: You spend a healing surge but do not regain hit points. The target loses any temporary hit points that it has, and then takes necrotic damage equal to your healing surge value. In addition, the target may not regain hit point or gain temporary hit points (save ends.) You gain temporary hit points equal to any lost because of this attack or the subsequent damage.

Leech Life Necrotic Power
Special * Arcane, Healing, Necrotic
Standard Action, Close blast 3
Target: 3 or more squares containing inanimate life in burst
Effect: You destroy all inanimate life such as plants or fungi in burst and gain a healing surge.
Special: During a short rest or at the end of an extended rest, you may expend this power to gain a healing surge with a successful Foraging check.

Ward of Death Necrotic Power
Special * Arcane, Necrotic
Standard Action, Melee touch
Target: One ally in range.
Effect: You may spend any number of healing surges. You do not gain hit points for these surges. The target gains healing surges equal to the number spent.

Thwart the Hand of Death Necrotic Power
Special * Arcane, Healing, Necrotic
Immediate Reaction
Trigger: An enemy attack or power causes you to lose a healing surge.
Effect: You regain hit points equal to your healing surge value.

Flare Radiant Power
You emit a sudden flash of light which blinds all those who see you.
Special * Arcane, Implement, Radiant
Standard Action, Personal
Special: Before the effect, each ally that sees you may shift one square into a square that has cover from you.
Effect: Each creature that can see you and does not have cover from you takes Charisma modifier radiant damage and is blinded until the end of your next turn.
Special: For the purpose of this power, your allies and enemies grant cover to each other.

Create Lesser Sun Radiant Power
Special * Arcane, Radiant
Free Action, Close burst 3
Effect: You create a source of bright light in one square within burst. It lasts 5 minutes or until the end of the encounter. The light source cannot be covered by mundane means and counts as sunlight.

Manipulate Light Radiant Power
Special * Arcane, Radiant
Minor Action, Close burst 10
Target: Each light source in range.
Effect: You can choose to either brighten or dim the target light sources. If you do, their light is strengthened or weakened by one category.

Overwhelm the Shadows Radiant Power
Special * Arcane, Radiant
Immediate Interupt
Trigger: You are hit by an attack from an insubstantial enemy or an enemy that you cannot see.
Effect: You take half damage from the attack.


Cloak and Dagger: Poison and Psychic
Cloak and Dagger works a bit differently. On a day that Cloak and Dagger is selected, you lose all Poison resistances and immunities, but your attacks all gain the Poison keyword in addition to their other types. You can use the following powers. The total number of times you can use powers from this list per day depends on your level.

Psychic Domination Psychic Power
Your touch opens a gate to the far realm into your opponent’s mind, overwhelming him -- and yourself.
Special * Arcane, Implement, Poison, Psychic
Standard Action, Melee touch
Attack: Dexterity vs. Will
Hit: 2d6 + Charisma modifier psychic damage, and the target is dominated by you until the end of your next turn. You are stunned until the end of your next turn.
Hypnotist: Whenever you hit with Hypnotic Suggestion, you may use this power as a free action to dominate the target until the end of your next turn instead of any other Hypnotic Suggestion effect.

Hypnotic Words Psychic Power
Special * Arcane, Implement, Psychic
Free Action
Target: One creature that you are conversing with.
Effect: Make an opposed roll: your bluff check versus the target’s insight check. If the target is friendly, the target may choose to fail this check automatically. On a successful check, the creature forgets the conversation, that the conversation even happened, that you were there, or specific content from the conversation.
Special: When using this power, you may expend this power multiple times as a free action. For each time you do so, add another target.

Flow of Poisons Poison Power
Special * Arcane, Poison
Free Action, Personal
Effect: You take ongoing poison damage equal to half your level (save ends.) You can choose not to make saving throws against this effect. While you are subject to this effect, all of your weapons deal Charisma modifier additional poison damage.

Hide in Sight Poison Power
Special * Arcane, Poison, Psychic
Free Action, Personal
Effect: You take poison damage equal to your level. You become invisible until the end of the encounter or you hit with an attack.

The Ringmaster: Force and Thunder
During this day, you can use the following powers. If you use a Force power from this list, you cannot use a Thunder power from this list during the same encounter, and visa versa. The total number of times you can use powers from this list per day depends on your level.

Burst of Force Force Power
A burst of pressure slams from your fingers, shattering everything in its way.
Special * Arcane, Implement; Force
Standard Action, Close Blast 3
Target: Each creature in blast
Attack: Charisma + 2 vs. Fortitude
Hit: Charisma modifier force damage, and the target is pushed 3 squares.
Miss: the target is pushed 1 square.

Shatter Force Power
Special * Arcane, Implement; Force
Standard Action, Melee touch
Target: one inanimate surface in range.
Effect: You exert enough force on a surface that you touch to break it. Doors and other objects made of wood or suspended on hinges are forced open, whereas solid objects more than two inches thick are cracked or otherwise damaged and weakened. This power will break any mundane locks on the targets at the DM’s discretion.

Repel Fluid Force Power
Special * Arcane, Force
Standard Action, Close Blast 3
Effect: All liquids in blast are pushed out of the blast area, and (if necessary) held out of the area until the end of your next turn.

Blanket of Force Force Power
Special * Arcane, Force
Immediate Interrupt
Trigger: You are the target of a ranged attack.
Effect: The triggering attack misses you.

Thunderous Fist Thunder Power
Special * Arcane, Implement; Thunder
Standard Action, Close burst 1
Target: Each creature in burst
Attack: Charisma + 2 vs Fortitude
Hit: Charisma modifier thunder damage, and the target is knocked prone. In addition, the target is deafened and loses blindsight and tremorsense (save ends both.)
Effect: The burst creates a zone until the end of your next turn. While inside the zone, creatures cannot be seen with blindsight or tremorsense.

Ring of Suppression Thunder Power
Special * Arcane, Thunder
Standard Action, Close burst 3
Effect: Each prone creature in burst cannot stand up or move until the end of your next turn.

Overwhelming Din Thunder Power
Special * Arcane, Thunder
Standard Action, Personal
Effect: Listeners cannot overhear conversations between you, your allies, and any friendly creatures for 5 minutes due to a sudden onslaught of noise.

Send Flying Thunder Power
Special * Arcane, Thunder
Immediate Interrupt
Trigger: An enemy power would push or slide you.
Effect: You are not pushed or slid. Instead, you fly your speed.

Loremaster: Fate and Fortune
On a day that you are a Loremaster, you (and your whole party) play with the top card of the Fortune Deck revealed. You can use the following powers. The total number of times you can use powers from this list per day depends on your level.

Ward Off Fate Fate Power
Special * Arcane
Free Action, Personal
Effect: Remove the top card of the Fortune Deck and place it on the bottom of the Deck.

Keep your Options Open Fate Power
Special * Arcane
No Action, Personal
Effect: Draw the top card of the Fortune Deck into your hand. You may have multiple cards in your hand, but you do not draw additional cards at the beginning of your turn unless your hand is empty. You can use this power at any time.

Loose the Bonds of Fate Fate Power
Special * Arcane
Free Action, Close Burst 10
Target: Two characters within burst who have Fortune Cards.
Effect: The targets switch their Fortune Cards.

Revelation Fate Power
Special * Arcane
Minor Action, Close burst 10
Target: One creature in burst.
Effect: You learn the Name, type, keywords, Powers, resistances, and vulnerabilities of the target creature.


QUICK FINGERS
You may use your Dexterity in place of Charisma when making a Bluff check to distract enemies or to conceal an item or identity.


SLEIGHT OF HAND STRIKE
Gain the following at-will attack power:
Sleight of Hand Strike Bard Attack 1
They never see it coming.
At-will * Arcane, Weapon
Standard Action Melee weapon
Target: One enemy granting you combat advantage.
Effect: 1[W] (Main hand) + 1[W] (Off hand) weapon damage.


STREET PERFORMER
During an extended rest, when in a friendly occupied settlement, you and your allies gain a +2 to Streetwise checks, and you may choose to spend the rest performing on the streets. If you do, you gain gold according to the following chart:
Settlement Size Gold earned
Hovel 1/2 level x d4
Village 1/2 level x d6
City 1/2 level x d10
City contains palace, carnival, etc. Level x d10



WELL TRAVELLED
At character creation, choose two additional languages to speak and understand, but not read. In addition, you gain a +3 bonus to your Arcana, Dungeoneering, History, Nature, and Religion ckecks made to identify monsters, items, and locations.


WITTY REJOINDER
Gain the following encounter utility power:
Witty Rejoinder Bard Utility
You turn your ally’s gaff into the setup for a riotous joke, covering his error and winning over his targets.
Encounter * Arcane, Charm
Immediate Interrupt Close burst 10
Trigger: An ally within burst fails a Diplomacy check.
Effect: You roll Diplomacy with a +2 bonus and replace that ally’s check with your own.


Level 2
Utility Power: Gain a level 2 utility power from your class or skill list, including one of the following options:

Backflip Escape Bard Utility 2
Encounter * Arcane
Immediate Reaction Personal
Trigger: An enemy ends their movement adjacent to you.
Effect: Shift 2 squares to a square farther from the enemy.

Charade of Magic Bard Utility 2
Encounter * Arcane, Charm
Free Action Personal
Trigger: You would make an Arcane check.
Effect: You may use Bluff instead.

Safety Net Bard Utility 2
Daily * Arcane, Conjuration
Minor Action Ranged 5
Target: One square in range
Effect: You conjure a safety net in the target square. Any creature that falls onto the safety net may make an Acrobatics check to resist fall damage with a +5 bonus to the roll, even if that creature is not trained in Acrobatics.
Special: If the safety net is conjured in the air, it immediately teleports to the ground beneath the square it was conjured in. You may use this power as a free action when falling, provided it targets the square that you are in.


Level 3
Improved Profession Encounter: Your Arcane Cascade, Hypnotic Suggestion, Iron Ring, or Steel Cord power can be used an addition time per encounter, but still can be used only once per turn.


Level 4
Magical Dabbling: You can use the powers granted by Magical Dabbling a total of four times per day.


STYLISTIC COMBAT
You gain the following effect, based on your choice of Entertainment Profession:

Juggler
At the end of each extended rest, you may choose one weapon that you are proficient with that you are not wielding to designate as your third weapon. This weapon must be one-handed and have the small or light thrown keyword.

Your Juggler’s Toss attack adds the following to its rule box:
Effect: Make a tertiary attack
Target: one creature in range that was not hit by the primary or secondary attack
Attack: Dexterity vs. AC
Hit: 1[W] (third weapon) + Dexterity modifier damage.

Your Arcane Cascade attack adds the following to its rule box:
Effect: Make a tertiary attack
Target: one creature in range that was not hit by the primary or secondary attack
Attack: Dexterity vs. AC
Hit: 1[W] (third weapon) + Dexterity modifier damage. Using the table above, use the next higher-number result in order to determine this attack’s damage type and effect.

Hypnotist
When you hit with your Hypnotic Suggestion power, you can choose instead to Immobilize the target (save ends,) daze the target until the end of your next turn, or knock the target unconscious until the start of their next turn.

Tumbler
You do not grant combat advantage for being flanked or being prone.

Acrobat
You do not grant combat advantage when balancing, and you do not need to make an acrobatics check in order to balance unless you are hit by an enemy attack.


Level 6
Bard Utility Power: Gain a level 6 utility power from your class or skill list, including one of the following options:

Entry of the Gladiators Bard Utility 6
Daily * Arcane
Immediate Reaction Close burst 5
Trigger: You roll initiative.
Effect: Each ally in burst may make a charge attack as a free action.

Magic Tower Bard Utility 6
Daily * Arcane, Conjuration
Move Action Personal
Effect: You conjure a magic tower beneath your feet. The tower the square you are standing in and is between 2 and 10 squares tall. It can be climbed as if it had ladders on all four sides. The tower lasts until you dismiss it as a minor action. When it is dismissed, all creatures on the tower or the tower’s sides fall as normal.

Sudden Scramble Bard Utility 6
Encounter * Arcane
Move Action Personal
Effect: Shift your speed -1. During this movement, you ignore difficult terrain and may climb without a check.


Level 7
Magical Dabbling: You can use the powers granted by Magical Dabbling a total of six times per day..

Improved Profession Encounter: Your Arcane Cascade, Hypnotic Suggestion, Iron Ring, or Steel Cord power can be used an addition time per encounter, but still can be used only once per turn.


Level 8
Dabbling Option: You can choose an additional option from Magical Dabbling. At the end of each extended rest, you can choose which option to use for the rest of the day.


JESTER MOBILITY
You gain the following effect, based on your choice of Entertainment Profession

Juggler
Your ranged attacks with throwing weapons do not provoke opportunity attacks.

Hypnotist
You do not provoke opportunity attacks from enemies that have been hit by your Mesmeric Flourish or Hypnotic Suggestion powers during this encounter.

Tumbler
You ignore difficult terrain when shifting or charging. In addition, you can shift while prone.

Acrobat
You may take 20 on your Acrobatics checks when rolling to resist fall damage.


Level 10
Utility Power: Gain a level 10 utility power from your class or skill list, including one of the following options:

Change of Scene Bard Utility 10
Daily * Arcane
Standard Action Special
Effect: All creatures in the encounter re-roll initiative and a new round starts.

Serpentine Movement Bard Utility 10
At-Will * Arcane
Move Action Personal
Effect: Move your speed - 2. During this move, you ignore difficult terrain and you can squeeze without incurring penalties as long as you end the movement in a square that you can occupy without squeezing.

Trapeze Bar Bard Utility 10
Daily * Arcane, Conjuration
Standard Action Close burst 5
Effect: You conjure a metal bar in a square in burst. It remains in that spot even if such placement defies gravity. You can reposition the bar using a minor action, but any other creature seeking to move it must succeed on a DC 25 Strength check and spend a standard action to move it 1 square.


Level 13
Improved Profession Encounter: Your Arcane Cascade, Hypnotic Suggestion, Iron Ring, or Steel Cord power can be used an additional time per encounter, but still can be used only once per turn.


Level 15
Paragon Combat Synergy: Whenever you critically hit with a weapon attack using your on-hand weapon, you regain one use of your Perform Magic Trick power. When you critically hit with a power with a random component, you may choose the effect of the power instead of rolling a die. In addition, your weapon attacks critically hit on a 19-20.


Level 16
Bard Utility Power: Gain a level 16 utility power from your class or skill list, including one of the following options:

Cage Match Bard Utility 16
Daily * Arcane, Conjuration
Minor Action Close burst 5
Effect: The area inside the burst becomes ringed by 30’ magical walls. Any creature without flying or a climb speed must succeed an Athletics check with a hard DC of your level in order to climb out of the ring. The ring persists until canceled as a free action.

Gallows Humor Bard Utility 16
Daily * Arcane, Fear
Immediate Reaction Close burst 5
Trigger: You fall unconscious or die
Target: Each enemy in burst
Attack: Charisma + 2 vs Will
Hit: Target takes a -2 penalty to attack rolls (save ends).
Miss: Target takes a -2 penalty to their next attack roll until the end of their next turn.
Special: When you die, you may regain the use of this power and use it immediately.


Level 17
Jester Emanation: You learn a 17th-level Jester Emanation of your choice. You can use that Emanation once per day. In order to choose an Empowered Emanation, you must be able to use the corresponding Magic Dabbling.

Empowered Emanation: Fire Emanation 17
Your gesture burns the air around the target, setting it alight and consuming all of the air around it.
Special * Arcane, Implement; Fire
Standard Action, Close burst 3
Target: one creature in burst
Attack: Charisma + 2 vs Fortitude
Hit: 3d12 + Charisma modifier fire damage, and the target takes 10 ongoing fire damage and may not breathe (save ends both). While the target cannot breathe, if it normally breathes, it is dazed until it can breathe again.
First failed save: if the target normally breathes, it is stunned until it can breathe again.
Second failed save: if the target normally breathes, it falls unconscious until it can breathe again.
Miss: Half damage, and the target takes 5 ongoing fire damage.
Special: Requires Pyrotechnics

Empowered Emanation: Lightning Emanation 17
A static charge passes from you to your attacker, attuning him to your magic lightning.
Special * Arcane, Implement; Lightning
Immediate Reaction
Trigger: an enemy hits you with a weapon attack.
Effect: That enemy is afflicted with your static charge until the end of the encounter. While the target is alive, you may spend a Standard action to deal 6d4 + Charisma modifier Lightning damage to the target.
Special: Requires Pyrotechnics

Empowered Emanation: Radiant Emanation 17
You project a beam of light from your fingertips, spearing your enemies with searing color.
Special * Arcane, Implement; Radiant
Standard Action Ranged 20
Target: One enemy
Primary Attack: Dexterity vs Reflex
Hit: 3d8 + Charisma modifier radiant damage, and the target is blinded and dazed until the end of your next turn.
Effect: Make a secondary attack:
Target: each creature that provides cover against the primary attack
Attack: Dexterity vs. Reflex
Hit: 3d6 + Charisma modifier radiant damage, and the target is blinded until the end of your next turn.
Sustain Standard: Repeat the primary attack against the same target, and make any secondary attacks necessary.
Special: Requires Harlequin

Empowered Emanation: Necrotic Emanation 17
You raise a corpse as an unwilling servant.
Special * Arcane, Implement; Necrotic
Standard Action Melee touch
Target: One dead creature
Effect: You spend a healing surge and the target gains that many hit points. Until it dies or until the end of encounter, the target gains the undead keyword, does not need to breathe, and is dominated by you..
Special: Requires Harlequin

Empowered Emanation: Poison Emanation 17
Your blade leaves behind a magic infection, which punishes your enemy whenever he moves.
Special * Arcane, Implement; Poison
Free Action
Trigger: you hit an enemy with a weapon attack.
Effect: That enemy is afflicted with your coursing poison (save ends). While affected by coursing poison, the target takes 10 poison damage whenever it uses an action. This effect ignores poison resistance (but not immunity.)
Special: Requires Cloak and Dagger

Empowered Emanation: Psychic Emanation 17
You open a gate to the far realm, inflicting your enemies with gnawing horror -- but possibly getting you some unwanted attention.
Special * Arcane, Implement; Psychic
Standard Action Close blast 5
Target: Each enemy in blast
Hit: 3d12 + Charisma modifier psychic damage, and the target is filled with unspeakable horror (save ends.) While filled with unspeakable horror, the target must make a charge attack against the creature of your choice each turn, or move its full speed away from you each turn.
Miss: Half damage, and the target is filled with unspeakable horror until the end of its next turn.
Special: Each aberrant creature within 10 squares is marked by you until the end of your next turn. Requires Cloak and Dagger

Empowered Emanation: Thunder Emanation 17
Your thunderous acclamation overwhelms your enemies, sending them flying.
Special * Arcane, Implement; Thunder
Standard Action Close burst 1
Target: Each creature in burst
Attack: Charisma + 2 vs Fortitude
Hit: Target is stunned until the end of your next turn. If the target has blindsight or tremorsense, they are instead stunned (save ends).
Effect: Each enemy within 5 squares is pushed 5 squares and falls prone.
Special: Requires Ringmaster

Empowered Emanation: Force Emanation 17
You focus your power into a destructive force, shattering everything in your path.
Special * Arcane, Implement; Force
Standard Action, Close blast 3
Target: Everything in range.
Effect: You destroy any objects made of stone or of weaker materials in the blast. Any creature caught in the blast takes 1d12 + Charisma modifier force damage.
Special: Requires Ringmaster

Empowered Emanation: Fate Emanation 17
You deal a new destiny to your party.
Special * Arcane
Standard Action, Personal.
Effect: You deal one extra card to each member of your party. They do not draw cards at the start of their turns until their hands are empty.
Special: Requires Loremaster

Empowered Emanation: Fortune Emanation 17
You choose a path for the future.
Special * Arcane
Free Action, Personal.
Trigger: An ally would draw a Fortune Card.
Effect: You search through the Fortune Deck and choose a card. The triggering ally draws that card. You then shuffle the deck.
Special: Requires Loremaster


Level 22
Bard Utility Power: Gain a level 22 utility power from your class or skill list, including one of the following options:

Carney’s Luck Bard Utilty 22
Encounter * Arcane
Free Action Personal
Trigger: You use a power or item with a random component.
Effect: You choose the effect instead of rolling for it.

Roll WIth it Bard Utility 22
At-Will * Arcane
Immediate Reaction Personal
Trigger: You fall prone
Effect: Shift 2 squares and then stand up.


Level 23
Epic Jester Mobility: Gain a spider climb speed equal to your base movement speed - 2.


Level 25
Epic Combat Synergy: Whenever you critically hit with a weapon attack, you regain one use of your Perform Magic Trick power. In addition, your implement powers critically hit on a 19-20.


Level 27
Contortionist: You become immune to the grabbed and restrained conditions.


Level 29
Epic Sleight of Hand: Your Sleight of Hand Strike power deals maximum damage against targets you are flanking.
 
Wow. You put in your work. Last time I played, one of my cohorts would have been a perfect Jester. That's basically what he did; he just played within the Bard type.

I'll have to tell him about your hard work and results. ^_^
 
So I am using this build for my dnd character and I curious about the spell trapeze bar. Can monsters go under it since it's only a bar? I understand the strength check if they want to move it. Is it simply considered difficult terrain? Can they make an athletics check to climb it? The a balancing check to not fall? Just curious. I REALLY REALLY like the work here man :)
 
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First welcome to our forums Shirardor :) ! Second the thread was from 2013 so I'm thinking Neirai may not see your post :p . That said Neirai still ghosts by the forums every now and then so I'd send him a forum pm and you may get a response.
 
I know a Neirai. He does occasionally lurk. May see this.

In any case, welcome to the forums.

And I should have remembered this thread. I've been directing my bard in 5e to play like a Jester...figures that Neirai already did it. haha
 
I don't lurk, lol. But I do come when summoned!!!

The Trapeze bar is intended to be a horizontal metal bar that hangs rigid in the air.

That means:
Enemies can go under it (assuming the height makes sense.) It wouldn't count as difficult terrain, although definitely have fun with it. In a dark passage, I strongly suggest placing it approximately 5.5 ft off of the ground while being chased and see how many enemies clothesline themselves. Or place it 3 inches up, trip people.
Enemies can balance on it but I'd suggest that they'd need to make a pretty high DC roll to stay on top of it if the Jester moves it while they are standing on top of it.

Thanks for the feedback! I created this years ago and it was barely tested.

Out of curiousity, what is your build?
 
The build is a human jester. Using Juggler set up with double dagger. I'm playing a mad man jester. Back story is I'm not all right in the head and on every turn I flip a coin. Heads I hinder the enemy. Tails I hinder allies. Definitely keeps the game from going stale. Definitely took some roots from the batmans joker. If on a turn I hinder allies I try to not use damaging spells instead use terrain to make their lives difficult. Make that 10 square tower right in front of our mage or something xD. For the most part works very solid have had no reason to pick other bard spells. There is some wanting with the paragon path but that's ok just went with the human one anyway. Since I have you here can I ask you some more questions? Like your lvl 15 ability I think it is, the combat synergy. Sas it refreshes one turn of perform magic. Is that the Dabbling magic abilitis mention earlier? Only thing I could think of. And speaking of Dabbling magic can you explain the last category the loremaster or whatever it was called. They whole deal with a deck ofor cards confused me. I'm not a novice player but neither am I a veteran and I couldn't think of what you ment with those abilities.
 
As for the humans third at will (with the DMs approval) I picked madcap from the tumbler entertainment prof. Made more sense for my theme than other bard lvl 1s. While the jester build, or my build in particular, may not be the hardest hitting. I have everyone's approval for being unique and basically changing the pace every time it's my turn. I gave my fellow players my back story but kept my synergies and moves a secret/surprise. And surprised they have been every encounter.
 
I find that since me and our teams invoker play the controllers we don't ever overlap. Because the invoker is all about debuffing and I am more about material summoning we almost fill different rolls I'm not max level but thus far have had no problems with the build that has made me want to switch. With the DMs approval I did change the Jugglers Toss ability to melee +2 because things got kind of awkward being right behind the tank or 1 square right behind the enemy. Also so far I have ignored the level 8 ability to have two categories of Dabbling magic. Not because i think it's op but more so because it's alot of abilities to remember at each long rest. I've just stuck with cloak and dagger
 
Hi, I love this concept and am nearly finished designing a character for a rather odd D&D game haha, but I was wondering what the "Perform Magic" class feature did, I couldn't find it anywhere.

?.?

P.S I love this, great job! :D
 
Ahh yeah, sorry for the late responses.
Dabbling Magic == Perform Magic == Perform Magic Trick. I changed the name a lot over the year and obviously didn't find all the places I referenced it. Sorry about that!
I'm glad you're enjoying it :D
 
Excuse me sir Neirai, I was wondering if the healing surges per day was meant to be 7 + Con score or 7 + Con modifier.
 
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