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Season of Wonders

4 Level (0/6500 XP for level-up) Intimidation, Sleight of Hand, Forgery Kit Background Eladrin Race / Species / Heritage Chaotic Neutral Alignment
Jester Rogue
Level 4
Hit Dice: 4/4
1d8+0 Class 1

STR
8
-1
DEX
18
+4
CON
10
+0
INT
8
-1
WIS
14
+2
CHA
19
+4
23
Hit Points
+4
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+6 Attack mod
CHA Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+6 Dexterity
+0 Constitution
+1 Intelligence
+2 Wisdom
+4 Charisma
saving throws
+6 Acrobatics DEX
+2 Animal Handling WIS
-1 Arcana INT
-1 Athletics STR
+6 Deception CHA
-1 History INT
+6 Insight WIS
+6 Intimidation CHA
-1 Investigation INT
skills
+2 Medicine WIS
-1 Nature INT
+4 Perception WIS
+8 Performance CHA
+6 Persuasion CHA
-1 Religion INT
+6 Sleight of Hand DEX
+8 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Feats and ASIs

Level 1 Feat: Skill Expert, +1 CHA
Level 4: +1 DEX, +1 CHA


Class Features

Expertise
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Harlequin’s Mask
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and two of the
following: Acrobatics, Performance, or one kind of gaming set.
You can, as an object interaction, either don a mask in your possession with traditional harlequin
markings, or apply facepaint from your disguise kit to achieve a similar effect. In either case, while
wearing your Harlequin’s Mask you have advantage on any check made to cause a distraction.
If you hit with an attack while wearing your mask and deal damage with your Sneak Attack ability,
you can utter insults laced with subtle enchantments. The target must succeed on a Wisdom saving throw
with a DC equal to 8 + your Charisma modifier + your Proficiency bonus or have disadvantage on the next
attack roll it makes before the end of its next turn.

Arcane Wit
Starting at 3rd level, you gain the ability to cast a variety of spells as part of your jesting, temporarily
learning and discarding spells as the mood strikes you.
Spells Known.​ You know the vicious mockery cantrip. Whenever you finish a long rest, roll twice
on the Cantrips table (rerolling duplicates) in the Spell Tables section later in this option, and once on the 1st Level Spells table. Until you finish a long rest, you know the spells associated with the numbers you
rolled, in addition to one spell of your choice from the 1st Level Spells table.
At 7th level, you also roll on the 2nd Level Spells table when you finish a long rest. You similarly
roll on the 3rd Level Spells table starting at 13th level, and on the 4th Level Spells table starting at 19th
level. You know the spells associated with the result of each roll until you finish a long rest.
You also know one spell of your choice from the 2nd Level Spells table starting at 7th level, and
one spell of your choice from the 3rd Level Spells table starting at 13th level. You can reselect any spell
you have chosen to learn from this feature after completing a long rest.
You can make additional rolls (rerolling duplicates, including those you’ve chosen) on each table
when you reach certain levels in this class, as shown in the Jester Spellcasting table.
Spell Slots. ​The Jester Spellcasting table shows how many spell slots you have. The table also
shows what the level of those slots is; all of your spell slots are the same level. To cast one of your spells
of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a
short or long rest. Spells you receive from this feature can only be cast or concentrated on while wearing
your Harlequin’s Mask.
Spellcasting Ability.​ Charisma is your spellcasting ability for any spell you receive from this
archetype, and you use your Charisma modifier when setting the saving throw DC for a spell you cast
with this archetype and when making an attack roll with a spell granted to you by this archetype.
Spell save DC​ = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier​ = your proficiency bonus + your Charisma modifier


Racial Features

Darkvision.
Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Keen Senses.
You have proficiency in the Perception skill.

Fey Ancestry.
You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance.
Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Season
Choose your eladrin's season: autumn, winter, spring, or summer. When finishing a long rest, any eladrin can change their season.

Fey Step.
As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest.
When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier:

Autumn
Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.

Winter
When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

Spring
When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.

Summer
Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).


Boon :)

Normally, you can only see within 10 feet of yourself, and only in shades of grey and black. You also speak in a monotone. Through work you have done, and crafting your spellcasting focus, you have been able to over come this. While wearing the mask, you can see color, have no restrictions on your sight range and no longer speak in monotone. You may only use the mask for twice your proficiency modifier hours per day, as that is as much you can support through your magic.

Features & Traits
Rapier
Shortbow
Burglar's Pack
Leather Armour
Dagger x2
Thieves' Tools
Disguise Kit
Forgery Kit
Studded Leather
Costume Clothes x4
Healer's Kit
Dice Set
Blanket
Playing Card Set
Block and Tackle
Chess Set
Fishing Tackle
Three-Dragon-Ante Set
Manacles
Chicken
Portable Ram
3000 ball bearings
Merchant's Scale
2 Draft Horses
Wagon
Note that says "Entrance granted by Avice Wyrzyk" and then a lot of bullshit legal jargon
Note that gives directions to a place called "Inure Mynde"
An alright picture of a chicken
33gp
8sp
6cp

The Pauper’s Crown
Wondrous item(hat/tiara) - Rare (Attunement)

A tiara made to match the hat made for a chicken. Hector wanted to make sure his ward was protected as well.

Jester’s Leap. As a reaction to being hit, you may roll an acrobatics check. If your roll exceeds the enemy’s attack roll, you take no damage and move up to five feet in a direction of your choice. You may do this three times, regaining all uses on a long rest.

The Wrath of Seasons. Whenever you do sneak attack damage, you may choose to have it do damage according to the season you currently are instead of untyped damage (Spring - Fire, Summer - Radiant, Fall - Cold, Winter - Necrotic) and deal an additional die of damage.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Vicious Mockery and who the fuck knows what else
Spellcasting
Armor: light armor
Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: thieves' tools, disguise kit, forgery kit
Saving Throws: Dexterity, Intelligence
Skills: Acrobatics, Deception, Insight(E), Intimidation, Perception, Performance(E), Persuasion, Sleight of Hand, and Stealth(E).
Languages: Common, Elvish, Thieves' Cant

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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Kilayna.

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