The Jester

Whilst many entertainers travel the land in order to spread their stories, Jesters are some of the few that stay devoted to a single master, their loyalty being famous. However, if abused for entertainment outside of clowning, they can foster a terrible hatred that often turns to murder.

Finale

Through training and hardship, you have learned how to channel your performance directly into a mystical attack, a terrifying crescendo that both amazes your allies and destroys your foes.


You may use your whole turn to perform a special attack against a single creature within 20 feet of you. The creature must succeed on a Charisma saving throw or take 3d6 piercing damage as a magical spear impales them from above on a fail, or half damage on a success. When you perform this attack, any enemy within range of you can use their reaction to make a single weapon attack against you. The damage dice used by this attack is the same as that is used for your Bardic Inspiration feature.

After you do this all attacks against you have advantage for a minute and your speed is reduced to 5 ft for one minute.


Once you use this feature, you cannot use it again until you have completed a long rest.

Rising Tempo

Every chord you play channels your music and power into your grand finale, building up to the glorius acme of your song.


At 3rd level, whenever you use your Bardic Inspiration, the damage of your next Finale increases by 1d6 for 1 minute.


The damage dice of this feature changes to 1d8 at sixth level and to 1d10 at 14th level.

Battle Ballad

Your songs inspire your allies and press them on in battle, hearts poundng with each beat and chord.


At 6th level you can use your turn for the first round of combat to start a tune before initiative is rolled. Whilst it is active, your allies within 60 feet of you gain advantage on the initative roll and have a bonus to their attack and damage rolls equal to half your charisma modifier rounded down. This is treated as a concentration effect lasting for up to a minute.

Additionally, whilst the ballad is active, any creature within 10 feet of the target of your Finale must make a Charisma saving throw or take psychic damage equal to half the amount of damage dice used for the initial target rounded down. On a success, they take half damage.


Once you use this feature, you must finish a short or Long Rest before you can use it again.


Additionally, when you use your finale feature you may teleport up to 15 feet away in any direction after any attacks that target you as a result of using finale.

Solo

You are the meistro of battles and a prima donna to the end. Your performances dazzle those who see them, building to


the final glorious apex, great and terrible!


At 14th level, you may use an action to slide forwards to be in front of an enemy within range of your speed, using all of your movement this turn regardless of how far you slid. Any enemies within melee range of you at the end of your slide must make a wisdom saving throw or be forced to use their actions to attack you on their next turn. Until the start of your next turn all attack rolls made against you have disadvantage. For each creature that fails this wisdom saving throw, you may add an extra die to the damage of your Finale feature.


Once you use this feature, you cannot use it again until you have completed a long rest.


Additionally, you gain an extra use of your finale feature, regaining all uses upon completing a long rest.