```metadata title: Playing Card Jester description: '' tags: - '' systems: - 5e renderer: legacy theme: 5ePHB ```
___ > ## Playing Card Jester >*Medium humanoid (any), any chaotic alignment* > ___ > - **Armor Class** 15 (unarmored) > - **Hit Points** 88 (16d8 + 16) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|20 (+5)|13 (+1)|14 (+2)|16 (+3)|17 (+3)| >___ > - **Saving Throws** Str +4, Dex + 8 > - **Skills** Acrobatics +8, Deception +6, Performance +6 > - **Senses** passive Perception 13 > - **Languages** Common, Sylvan > - **Challenge** 6 (2,300 XP) > ___ > ***Prop.*** The jester uses a full set of 52 playing cards, which should be referenced out of game with a consistent physical or digital set. > > ***Battle Cards.*** When it rolls initiative at the beginning of combat, the jester shuffles its deck and draws 5 cards into its hand. At the beginning of each of its turns, the jester draws 1 card. > > ***Card Magic.*** Once each turn, the jester may discard a card from its hand to cast a spell of the corresponding suit, ignoring spell components. The spell slot consumed by the casting is determined by the card's rank: a numbered card grants a 1st level spell slot, a face card 2nd, and an ace 3rd. > - **Spades.** *disguise self, silent image, blindness/deafness, invisibility, misty step* > - **Hearts.** *cure wounds, sleep, enthrall, lesser restoration, prayer of healing, hypnotic pattern* > - **Diamonds.** *mage armor, shield, shield of faith, counterspell, dispell magic* > - **Clubs.** *magic missile, hellish rebuke, scorching ray, fireball* > > ***Lithe.*** The jester can take the Dash, Dodge, or Disengage actions as a bonus action on each of its turns. > > > > ### Actions > ***Multiattack.*** The jester makes two attacks. > > ***Card Whip.*** *Melee Weapon Attack:* +8 to hit, reach 10ft., one target. *Hit:* 5 (0+5) slashing damage. > > ***Card Toss.*** *Ranged Weapon Attack:* +8 to hit, range 20/60, one target. *Hit:* The jester discards one card from its hand. The target takes piercing damage equal to its number (10 if it is a face card, 11 if it is an ace). > > ***Mulligan.*** The jester discards as many cards from its hand as it chooses, then draws until it has 5 cards again. > *** ____ > ##### Variant—Wild Cards > Playing Card Jesters are bards who have aschewed traditional means of performance and magic in favor of a newer and zanier tradition. Many started as grifters or gamblers. These jesters may adopt an element of their previous card games into their fighting style. > > Wild Card jesters gain the following trait: > > > > **Vengeful Flush.** At the beginning of its turn, the jester may play any sets of cards either in a row (ex: 6 of hearts, 7 of hearts, 8 of hearts) or of a kind (ex: 6 of hearts, 6 of spades, 6 of clubs) from its hand face-up on the table. On subsquent turns, new sets can be placed or new cards can be added to existing sets. > >Each card played face-up this way increases the damage of the jester's "Card Whip" attack, according to the card's rank: number cards add 1d6 slashing, faces add 1d8, and aces add 1d10. **Credit:** "Jester Jazz" by MaR-93, design by filmatra