Jester

B0xerdancer

Info


Created
1 year, 6 months ago
Creator
B0xerdancer
Favorites
3

Profile




Jester


Gender Male

Pronouns He/Him

Age 24

DoB N/A

Sign Cancer

S.O. Pan

Race Changeling

Level 12

Alignment Unknown

Class Bard/Warlcok


The Court Jester

Thquib


Get ready for the encore

Likes

  • Octopi
  • Rocks
  • Music
  • Gold

Dislikes

  • The King
  • The Queens
  • Dragons
  • Being Submerged

Hobbies

  • Violin,Lute,Lyre
  • Reading
  • Writing
  • Singing

Personality

Extroverted Introverted
Instinctive Calculated
Deceptive Sincere
Unjust Fair
Indifferent Emotional
Reserved Affectionate
Cooperative Lone wolf

Pessimistic

Attitude

Right

DOm. hand

Unknown

MBTI

The Fool

Tarot

Court Jester

Archetype

Octopus

Spirit animal

Exia

Campaign

Integrity

Kindness

Patience

Charisma

Intellect

Manners

Loyalty

Courage

Temper

Quirks & Habits

Jester has been known to sit on large rocks and on the tops of tables. With his vaguely human featured mask he can seem very unsettling when mixed with his eerie silence to those he doesnt know, and the faint jingling of the bells attached to him. Although seen as endearing most of the time by his party, he tends to tilt his head in confusion; when mixed with the mask's features, his silence, and the faint jingling, he tends to make everyone unsettled. Due to his memory issues, anything he finds vaguely familiar from his past causes immense anxiety, often times leading to a panic attack, due to an episode caused by one of the queens, a party member carved a rock in the shape of an octopus, he tends to pet this rock when he has panic or anxiety issues.


Communication skills

Jester is silent most of the time, mainly communicating with his body language and mask tilts. He will occasionaly communicate with his party, his voice normally sounds scratchy or distorted due to the changeling magic disfunction caused by his experience with death and the damage that was caused to his body showed by his scar littered body.


Showing affection

Jester doesnt like affection from those he doesnt know. Physical contact from those outside of his party normally ends in a panic attack or a missing limb and a barfight. His party has varying limitations from being very open with his affection like with the party's other bard or the party's rogue, who despite being a halfing he will pick up. He tends to be okay with several members of the party hugging or touching him, however the party tends to let Jester set the bar with physical affection he tends to boop or pat his party members to show them affection, occasionally giving them gifts or gold if he finds himself close enough with them.


Favorites

Fish

Food

Tea

Drink

The Ocean

Scent

Blue/Purple

Color

Rose

Flower

Water

Element

Fall

Season

Dusk

Time of day

His Mask

Clothing item

Horror

Genre

Bardcore

Music

Violin

Instrument

Appearance

Height 5'7"

Weight 130 lbs

Build Slim

Face shape Unknown

Hair Tri-Ponytail

Color scheme Blues,Purples,Grays

Main aesthetic Jester

Clothing style Court Jester

Facial features

Jester's face is always covered by his porcelin mask given to him by Cthulhu, which is white with a large smile oainted on it with painted on eyes and tentacle motifs on it. Under the mask his pale skin is heavily scared. Across the right side of his face across his eye there is a large scar that has impaired his vision, his eye a very pale white silver like that common amongst changelings however the pupil is incredibly pale as well. The left side of his face is constantly changing, his eyes are constanlty changing colors, due to the disfunction of his changeling magic he has no control over the ever shifting features.


Scars & Marks

When Jester died after his body was overloaded with magic by the king, he was thrown off the bridge of Irondale's castle into a waterfall, the bottom of the waterfall was covered in rocks which cut his body to high heavens. Jester has 14-20 Large scars across his body one being on his face, the rest of his body is marred with smaller scars. He barely has any open skin, the only skin showing being that of his ears which are knicked, his neck which is mostly covered by the fur hood of his coat, and his fingertips which are scarred by the strings of his instruments.


Tattoos

Before his first death Jester, then Lumen, used his changeling abilities to have ever changing tattoos when they suited his needs, now in his broken body since he never got a permanent tattoo his body is barren of ink only being marred with scars


Piercings

Jester has multiple piercings. He has multiple rings on both ears, and a nose ring. When he was with his fiance Dantez there was rumor he had his nipples pierced this is unconfirmed.


Wardrobe

His wardrobe consists of two outfits, one gifted to him by those who pulled him from the sea, and one from cthulhu. He wears his mask constantly even eating and drinking with the mask on. His first outfit is that of a purple coat with two tails, blue tentacle motifs, silver bells, and a very fluffy fur lined hood: reminiscent of his life as Lumen, a black long-sleeved highnecked skintight shirt, black leather leggings, a blue and purple belt with silver bells and an octopus fastening with amethyst eye inlays, and blue and purple mismatched knee high boots with bells on the ties, and black fingerless gloves. His second outfit consists of: a jester collar thats blue with purple edges and gold bells, a jester outfit with mismatched patterns on the shirt one sleeve is stripped and the rest is a quilted checkerboard like pattern with gold studs on the blue stripes and at every corner on the checkerboard half and gold bells, blue leggings, and blue and purple jester reminiscent knee high boots with gold bells. As Lumen he wore a purple fade to pink coat with a furlined hood, a azure lions cape, a deep v-cut loose white tunic with ties on the neckline, gray leggings that poofed at the knees, and kneehigh black boots.

After discovering the Sapphire Sphynx Casino the party was invited to a fancy dinner with the Casino/Hotels "owner". The party was gifted a magical coin that would allow them to purchase anything they needed for the dinner in the owner of the hotels expense, with his share of coins he purchased a new outfit and some new features for his current outfits. His mask now has a feature that causes a magical glamour like effect that can be turned on and off at will to make it mimic cthulus face in a masquarade style mask. A ecentric over coat in shimmering purples and dark royal blues inlayed with amethyst stones that transfer to greens and blues depending on how the light hits them with the long tails of the coat almost dragging on the ground that mimic that of octopus tentacles. A black ruffked shirt with silver thread details with the same shifting stones. Black silk gloves. Black leather pants and black heeled boots. A matching set of a belt and a hair tie that mimic Octopus tentacles. As well as he purchased matching jewlery of an octopus themed earrings, rings, anklet, and a necklace. He was gifted by the jelwer he purchased his jelwery from a octopus themed pendant that could also be worn as a brooch.

  • his mask
  • his bells
  • Coats wuth furlined hoods
  • Leggings
  • Tanktops
  • Shorts
  • flip-flops
  • Anything that shows his scars

Story

As Lumen

Lumen grew up in the port town of Hightower. His father a merchant and his mother a teacher at the local bard college. They put him through tutoring and visited the bard college often with his mother to her lessons. Often being left to his own devices at the college, he quickly took to his own bardic practices. Upon informing his parents he wished to pick up some bardic tactics, his father hired a private tutor for him so he would have adaquate attention to his lessons. Eventually the local bard college shut down his final year of pre college learning, his mother retiring with the close of the school, he took to aspiring to join the irondale capitals bard college. After completing his studies Lumen made his way to Irondale, during a festival that was being held. There was fliers littered across the street advertising for a guilding tournament. Lumen concluded it would be the best way to pay for his enrollment, as well as to get some real experience as a bard. After competeing in the tournament he was accepted into the Azure Lions, after roughly a month of being in the gguild he was sent on his first big mission with the party. On their adventures he would pick up a cow mount named Strawberry, and a mini raptor named Crowbar. The party would later discover Shadyville their soon to be base of operations. Shadyville was having a talent show the first time Lumen and co discovered it, Lumen being as bardic as he is, and as competitive as he was decided to take part in. After a long night in the bar watching others compete, when it was his turn Lumen changed from his normal casual outfit into an all leather outfit, where he proceded to steal the show and win as well as fighting Malum Sahnguis and saving their group's leader.

While adventuring with the Murder Hobos, as they would come to call their small group, he decided to purchase a instrument of Illsusions. However fairly broke due to putting all his extra gold into saving for the college, he decided to flirt with the excentric shop holder named Dantez, who took him off on the offer. After a rather active night, Lumen was presented the knowledge that Dantez was magicing a disguise and had fallen in love with Lumen, the two decided that while Lumen undertook the quest he had been given by the King they would stay in touch with letters. Dantez informed Lumen of the fact his store was magic and could appear wherever it needed to be at that time, Dantez showed Lumen he was in fact a powerful magic user. Upon departing the next morning from the capital, the two kept in touch every chance they could. The party managed to set up a camp and free the people of the town of X. While adventuring the world of Exia they recieved an invitation to a play about their group, the group made their way to the play in X. After the play and some yelled critiques from everyone in the party, Lumen was presented with an invitation to Dantez's shop which had found its way there. Met at the door by the elder elvish like man Lumen and party were swept into the shop where Dantez told the party all of Lumen and Dantez's relationship details and proposed to Lumen. Lumen agreed but had one final leg of his quest to complete. They were tasked with bringing the spirits of queens that had long been forgotten, except in childrens tales, back to the soul of their King husband. Upon bringing the souls to the husband, the husband revealed himself to be a half silver half gold dragon, who gave the party an option to die or live as one of his men. Scared for what would happen to him, and in concern for Dantez, Lumen agreed to join the King under the circumstances he and Dantez get to carry on having a normal life. The King agreed upon hearing how powerful Dantez could be, and Lumen made his departure from the main party by bowing and ripping his guild cloak off, letting it fall to the floor. Lumen was sent away by the King who presented the rest of the party their options. Some joined and some chose to die as far as he was made aware. The King had used an extremely strong hold person spell on the rest of the party. The King resurected his wives ad they set out to bring Exia to its knees. The first stop was the capital where Lumen led the King to Dantez, who broke Lumen's heart by not joining the Kings party. Dantez's refusal sparked the Kings rage and he attempted to destroy Dantez and his shop. They returned to Irondale's castle where the King and his wives dragged Lumen onto the large bridge leading to it. The King overloaded Lumen's body with magic, which fried his brain and senses. all he could hear was ringing and them making fun of him calling him the court jester, before they threw his body off the bridge, into the waterfall behind it, where he crashed into a bunch of rocks that tore his body apart and swept him out to sea, where Cthulhu saw potential to shake the Earth within him.


The First Years After Death

As Lumen's body drifted out to sea, with his dying breath he was met with an offer from a mysterious voice "You have been wronged dear child, they do not see the potential you have to bend the world to their knees. I present you a choice Serve me and help me by spreading word of me as my acolyte or drift to death here and now forget about your fiance and the lifee that was ripped from you. Make them bow to you or die weak annd worthless." Lumen with his memories already beginning to fade chose to cling onto what he could and agreed. The voice who revealed himself to be Cthulhu restored what he could of Lumen's broken and fading body, though it wouldnt entirely heal without drawing so much energy it would kill Lumen. He drifted Lumen to that of The Steppes, where he was pulled ashore by the local villagers who nursed him the rest of the way back to health. The villagers bandaged him up and sewed what they could, Lumen was in and out of it for awhile. When he awoke he found himself vacant of all memories of who he was, his past anything, only remembering the choice he made, the voices moking him and calling him "Jester" and vaguely what had occured that they had attacked him, and thrown him off the bridge. Upon his awakening the villager takinng care of him startled and fetched the others who sent their leader to talk to him about who he was or where he came from. He was barely able to respond with "Jester", it was afterall the only thing he remembered being called. Without his prior memories he had a panic attack and ripped his bandage off his face to show his eye constantly shifting and changeing, the rest of his magic proceeded to go haywire with random outbursts, he eventually passed out. The second time he awoke was late at night, his wounds fully healed but all heavily scarred up and irritated, to hear the voice faintly again like it had been speaking in his dreams, and his current mask and outfit folded neatly next to his bed. As dawn broke Jester had arranged the mysterious clothing onto his body followed by the nifty mask which holds a magic enchantment to keep his magic from acting out, and would prevent him from using it until he trained himself to weild it again, or so he was told by that mysterious voice again. Jester was out at the break of dawn helping with the village's chores so he could repay them for helping him. The entire village awoke a few hours later in confusion at seeing the now masked man, finishing up some of the chores. They were quick to take him under their wing and teach him what they could, Jester stayed with them for several years, till the absence of his memory became an issue within himself and upon talking with the village elders they sent him to look for something that he seemed to remember, something familiar to him. Jester planned his departure and was presented with a more jester looking outfit the villagers had come to gather to get custom made. When Jester set out to find something familiar, he traveled by his instincts going and avoiding wherever he seemed to feel was right. His instintcs eventually led him to thee outside of a cave, where he sat on a large rock watcing comers and goers stumble to and fro. Jester concluded some kind of festival was happening within the cave he sat outside of. He wasnt quite sure what about this particular spot was familiar so he decided to sit where he was and just wait. As the night passed the sky never seemed to lighten again, dark stormclouds now threatened to storm it was only an hour or two after Jester awakened that the storm began to thunder to the world. He was soon greeted by a group of humanoids who he had never seen before but somehow felt familiar, who ushered him into the warm cave mid celebration where he was placed infront of a fire with towels to dry off with. After who Jester assumes to be the party's leader converses with them, they offered to bring him with them so he could partake on the journey to find what was familiar.


Up to Now

After joining the new arrangement of the Murder Hobos, Jester followed them to several locations without any tugs at his memory. The group found their way to Bridgeton where Jester while performing for a crowd in the center of town at the fountain had a slip up and was restored back to Lumen for a few moments. The group from Bridgeton heard of a tournament being held bu Queen Snow at one of the nearby towns. The group joined into the festivities around the tournament somw joing into Archery tourneys and the rest into Melee tourneys. After performing a small bit Jester jokingly joined the melee tourny just to show off his acrobatic abilities. Upon the rest of the tourneys finishing up the party who managed to finish in high placements, roughly only a total of 8 people finished high enough. Everyone took their place in stands or on field as Jester approached the queen offering to play music and entertain her while the competitions took place. Impressed with the party's performance Queen Snow offered them all to dinner that night. At the dinner Jester found something familiar in the banners of the Queen's townhouse that caused an episode of his panic attacks. Thankfully none of his magic ran rampant, but unbeknownst to everyone the inside of Jester's mask began to crack a small bit. Once his episode had cleared enough he was giftedd a rock in the shape of an octopus by a member of his group. The rock managed to subside enough of Jester's attack to move into a different room escorted by the groups rogue while they waited for the other dinner guests to arrive.

Once the other guests arrived the dinner proceeded and Jester uneased by having to move his mask for others to see him eat, refused to eat. Once wine was served Jester took one sip from a straw to appease the Queen. After being angered by one of the dinner guests the queen activated a magic that was instilled in the wine. Once she finished monologing to the party she had caught Jester in a lie calling him out for being a liar when he had declined any personal interwaction with the King. She threw the party into a basement dungeon. The party arranged a way to fight and defeat Queen Snow and upon escaping the party proceeded to the inn where the night was peaceful and the morning was an abrupt start with dragon flames everywhere with no other escape the party jumped down a well where they were presented with a magical door which led the party to the workshop of the Melonius Moonhare. Moonhare caught Jester humming a song he recognized only from his teacher, the two conversed about the song and Jester revealed his violin to Melonius who informed him of its origins. Moonhare led the group to a library where Jester found a book reguarding the violin itself and the magic it possessed and a book by the name of the necronomnomnomicon. After leaving the library the party made their way to their boat, while on their ship, Jester read into his books, and in a moment of "fuck it" Attempted to summon Cthulhu, to which he succeded and was swept into Cthulhus realm. Upon returning to the corporeal realm Jester found his party under attack by Queen Lyra to which Cthulhu summoned himself to fight her. Cthulhu force summoning himself drained Jester of his energy which knocked him out. While healing Cthulhu pulled Jester back into his realm for awhile. When he awoke he found himself in a tavern with his party members.


The Reveal

This sequence of events has yet to happen.


Combat


Attack

Defence

Speed

Protection

Control

Support


Tactic Evolcraft

Attitude Mysterious

Distance Magic

Weapon Rapier

Fighting style

Music and Magic


Strengths

  • Music
  • Evolcraft
  • Acrobatics
  • Charisma

Weaknesses

  • Panic Attacks
  • Being submerged
  • Unknown
  • Unknown
Counter charm
Action

Difficulty
Mastery

You can perform until the end of your next turn. During that time, you and any friendly creatures within 30 ft. that can hear you gain advantage on saving throws against being frightened or charmed. At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).


Shapechanger
Action

Difficulty
Mastery

You can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, sex, height and weight. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of a creature you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait.


Bardic Inspiration
Bonus Action

Difficulty
Mastery

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.


Mantle of Whispers
Special

Difficulty
Mastery

At 6th level, you gain the ability to adopt a humanoid’s persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest. You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action. While you’re in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn’t include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories. Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check. Once you capture a shadow with this feature, you can’t capture another one with it until you finish a short or long rest.


Psychic Blades
Special

Difficulty
Mastery

When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature’s mind. When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn. The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.


Words of Terror
Special

Difficulty
Mastery

At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror. If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. If the target succeeds on its saving throw, the target has no hint that you tried to frighten it. Once you use this feature, you can’t use it again until you finish a short or long rest.


Magical Secrets
Special

Difficulty
Mastery

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. You learn two additional spells from any classes at 14th level and again at 18th level.


Strange and Mysterious Melodies
Homebrew Feat

Difficulty
Mastery

This feat unlocks the ability to wield Evolcraft; a magically infused musical "ax" construct capable of augmenting the wielders innate psychic abilities manifested through musical musings. This construct is physically and magically connected to the wielders preferred string instrument, such as a violin and forces the wielder to play it similarly to a lute but with a longer neck. While active; the notes/music played by this construct are magically fueled and seem to take on a life of their own. This magical augmentation also changes the overall "base" sound of the original stringed instrument, while simultaneously amplifying any sound it makes.


Evolcraft
Homebrew Feat

Difficulty
Mastery

Evolcraft can be summoned 3 times per long rest by the wielder and lasts for 30 seconds (5 combat rounds). To summon Evolcraft, the wielder MUST willingly fall into a full panic attack as a bonus action on their turn and share "truths" about themselves at the beginning of each turn that Evolcraft is active. Additionally; as these truths are revealed, the wielder must make a CON save (outlined in the numerical chart below) to determine if they can control the panic attack. If the wielder fails this save once (after the 1st turn of Evolcraft being active), they will be unable to act on their turn; however a second failure will result in the Infinite Abyss being triggered and the wielder will be unable to act for 1 turn + the number of enemies successfully sent into the abyss. No roll 9 CON save 13 CON save 17 CON save 20 CON save


Crescent Terror
Homebrew Feat

Difficulty
Mastery

Crescent Terror: While wielding Evolcraft, the wielder may select a single attack or spell and choose one of the options listed in the numerical chart below (Only options that are inherently applicable to the attack or spell may be selected). Additionally, unless otherwise specified (resistance/immunity) the targeted creature becomes frightened of the Evolcraft (not the wielder) specifically if the targeted creature fails the CON save (equal to wielders spell save DC). The frightened creature must maintain a 30ft distance from Evolcraft at all times until they succeed on the CON save; which can be repeated at the beginning of the creatures turn. Roll with advantage Saving throw rolled at disadvantage Double damage


Infinite Abyss
Homebrew Feat

Difficulty
Mastery

Cthulhu awaits...As part of Evolcraft's grand finale; it entices the wielder to play eerily transcendent music, opening a rift into the abyss...which envelops up to 3 medium or smaller creatures within a 30ft sphere. Each creature within the sphere must succeed on a CHA saving throw equal to the wielders spell save DC. Upon failure the creature is sucked into the abyss, never to be seen or heard from again. If a creature succeeds, they take 1d10 force damage and 1d4 psychic damage, but are not sucked into the abyss. For each creature that is successfully sucked into the abyss, the wielder may also make a CHA saving throw equal to the wielders spell save DC to determine how much energy they expended to force the effected creature into the abyss. The total number of failures will determine the number of turns the wielder will be unable to act once Evolcraft dissipates.


Sentinel
Feat

Difficulty
Mastery

You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits: When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.


Inventory

Swimmy Todd

Rarity

Jester's mount. A taller quarter or thorough bred horse that was infected with a curse from Cthulu for jester when the party was in need of mounts. The curse turned the horse into an eldritch horror with tentacles around his mouth and octopus reminiscent eyes. He is a dark black color with shimmers of blue, purple, and green depending on how the light hits him. His tack is custom made and covers his haunches styled to carry extra bags or pulls a cart for the party if needed. It is all blue and green and woth purple accents, all straps and leather mimic that of octopus tentacles or are reminiscent of the ocean. A bit of his halted over the top of his nose is ingraved with his name in fancy spiraling cursive font.

Dancing Rapier

Rarity

You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.

Necklace of Adaptation

Rarity

While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).

Kringle's Elixir of Extended Life

Rarity

Kringle created this elixir specifically with the Murder Hobo's in mind. When this elixir is fully imbibed, the consumer will feel fully rejuvenated and receive 100 bonus HP for 24 hours from the time that the elixir is consumed. The rejuvenation that the drinker experiences is equal to a long rest and provides the same benefits. Additionally; this elixir can heal all status ailments and even stave off death itself!

Rapier +2

Rarity

An eloquantely sculpted silver rapier with an inlay in the handle for a matching nested sacrificial dagger. The blade is made to look like an Octopus has wrapped its tentacle around both the end of the blade near the guard and around the weilders hands, the body of the octopus acting as the guard itself.

Bedroll

Rarity

You never know where you’re going to sleep, and a bedroll helps you get better sleep in a hayloft or on the cold ground. A bedroll consists of bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can double as a stretcher.

Candle x 5

Rarity

For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

Light Crossbow

Rarity

Gifted by a party member after a round of looting. No octopus motifs sadly.

Dagger

Rarity

Ornate daggers now with tentacle themed handles.

Disguise Kit

Rarity

This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.

Instrument of Illusions

Rarity

While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.

Potion of Healing x 2

Rarity

A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action.

Special Dagger(?)

Rarity

an ornate dagger that has been dipped in possibly poison

Octopus themed Harlequinn mask

Rarity

A porcelin mask gifted to Jester by Cthulhu himself.

Octopus Rock

Rarity

A rock carved to look like an Octopus. Gifted to Jester by a team mate

Lyre

Rarity

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus.

Viol

Rarity

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus.


Proficiencies

Stats

  • Strength: 11 +0
  • Dexterity: 18 +4
  • Constitution: 16 +3
  • Intelligence: 14 +2
  • Wisdom: 15 +2
  • Charisma: 20 +5

Skills

  • Acrobatics +12
  • Animal Handling +4
  • Arcana +4
  • Athletics +2
  • Deception +9
  • History +4
  • Insight +6
  • Intimidation +13
  • Investigation +4
  • Medicine +4
  • Nature +4
  • Perception +4
  • Performance +13
  • Persuasion +13
  • Religion +4
  • Sleight of Hand +8
  • Stealth +6
  • Survival +4

Proficiencies

  • Armor: Light Armor
  • Weapons: Crossbow, Hand, Longsword, Rapier, Shortsword, Simple Weapons
  • Tools: Disguise Kit, Lute, Lyre, Pan Flute, Viol
  • Languages: Common, Elvish, Draconic, Cthuvian, R'lyehian

Spells:

  • Cantrip: Eldritch Blast, Message, Toll the Dead, True Strike, Vicious Mockery
  • First Level: Arms of Hadar, Cure Wounds, Detect Magic, Disonant Whispers, Feather Fall, Hex
  • Second Level: Cloud of Daggers, Crown of Madness, Invisibility, Shatter, Suggestion
  • Third Level: Dispel Magic, Tidal Wave
  • Fourth Level: Raulothim's Psychic Lance, Control Water
  • Fifth Level: Modify Memory