A bane among their compatriots and a blessing all the same. The Practical Joker is a master of mischief and mayhem. Perhaps they’re creators of comedy, perhaps their sheer power of annoyance is a weapon all its own. Either way, it’s not likely they’ll be trusted by many people and for good reason.
This isn’t to say these cheery pranksters are forces for antagonism. On the other hand, many are quart jesters or comical folk in general. Many travel around, hoping to bring amusement… usually at someone’s expense. Assuming they have a sense of humor, they’re often in on the joke. However, some practical jokers take their craft too far. They become malicious, seeing downright sadistic acts as comical. These people become feared as villains in their own right.
Author’s Note: The Muscle Wizard didn’t turn out how I had hoped. It was a one shot joke based on a one shot joke anyway, so no harm done. Also, this sub-class is built around the idea of manipulating enemies and making light of a situation. This archetype is not intended for more serious games. Likewise, this archetype shouldn’t be used as an excuse to troll your fellow players. That’s a reason why Kender tend to be banned at a lot of tables. Also, better late than never, right?
Assortment of Tricks – Upon taking this archetype at level 3, you gain the ability to do one of several tactical tricks. For the most part, these tricks are used to make a fool of your target in one way or another. With a clever mind, they can even turn the tide of battle!
You may utilize a trick once per round using your Action or the Bonus Action granted by your Cunning Action. The saving throw for your tricks is equal to 8 + Your Proficiency Bonus + Your Dexterity modifier. You may do these tricks as many times as your 1/2 of your Dexterity modifier (minimum 1) before having to take a short rest, in order to repair or replenish your supply. It is assumed that you’re always knowledgeable about either. You may unleash one of the following effects on your target:
- Can of Oil: Away you go! You unleash a can of oil on the floor, causing targets to slip. A line going up to 5 feet from you is slick with oil. A creature that enters the line must make a Dexterity saving throw. Failure results in moving in the same direction as they were going before entering the slick, moving total of 10 ft. and being incapacitated while moving in this manner. Upon ending the movement or hitting into another object (a wall or a trap floor), this effect ends.
- Marbles: The bigger they are! A container of marbles roll across the floor, ready to trip up anyone. You throw around enough marbles to cover a 5 ft. space. Creatures that either fail to spot the marbles or rush into them must make a Dexterity saving throw. Failure results in them falling prone and taking 1d6 bludgeoning damage. Damage increases to 2d6 at level 10.
- Throwing Pie. Wham, right in the kisser! You can make a ranged attack roll, you are proficiency with this as a weapon. You have a range of 15 ft./30 ft, but can opt to make a Melee attack instead. Upon hitting, the target is blinded and must spend an action to clean the contents off their face. By doing so, the effect ends.
- Voice Thrower. It works for dummies, ya dummy! This effect works exactly like the auditory effect of Minor Illusion. For the duration of 1 minute, you may continue the effect. Just like Minor Illusion, the subject must make an appropriate check or save to figure it out.
- Mouse Trap. What’s that in my pocket? It was more than just cheese! You can set up a spring trap somewhere on your person. The next time an opponent grabs you or attacks you in melee, they must make a Dexterity saving throw. Upon failure, they take 1d6 piercing damage. Damage increases to 2d6 at level 1o.
- Pea Shooter. Choking there, buddy? You sneak out a straw with a small object lodged in it. You may make a ranged weapon attack against a target. Upon hit, the target cannot speak and must make a Constitution saving throw. Upon failure, they begin to suffocate. When the subject succeeds the saving throw, they’re able to dislodge the obstructing object.
- Oversized Glove. Smacky smacky! You put on a comical glove and thwack the opponent. Make an attack roll, as if with finesse weapon. Upon hit, the target takes 1d6 force damage and cannot take reactions until the end of their next turn. Damage increases to 2d6 at level 1o.
- Distracting Bull’s Eye. Look at me, I’m a target! You throw up a really garish looking bull’s eye painted with tacky bright color. Enemies take disadvantage on attack rolls if their target is within 5 ft. of you.
- Mystery Jar. And guess what’s inside it? You shake around a strange jar and shout an annoying jingle to accompany it. Targets within 30 ft. must make a Charisma saving throw. Failure results in their next attack on you having disadvantage.
- Item Swap. I’ll take your ring and you can have… this peanut shell. While not an item in its own right, you can switch something with something else. You may use a Sleight of Hand to replace something within a target’s inventory with something else.
Nothing Up My Sleeves – Sure, you don’t actually know illusions, but what’s wrong with pulling something over someone anyway? At level 3, you gain proficiency in 2 of the following: Deception, Performance, Sleight of hand, Stealth. Furthermore, you don’t need to make checks to stow or sneak something to and from shirt sleeves or ankles if you don’t bring any attention to yourself.
Get Outta There! – Since few people like your jokes, you know how to make a hasty getaway. At level 9, after using one of your Tricks, your next movement does not provoke attacks of opportunity.
Improved Trickery. Upon reaching level 13, you may use your tricks once per round and at-will. In addition, you may also use a Charisma (Deception) or Dexterity (Stealth) as part of your Trick action to avoid blame or look inconspicuous. Alternatively, you may use a Charisma (Performance) check to pass your deed off as an act or a joke.
Ultimate Fake Out. At level 17, you can psyche an enemy using a prank before following up with an attack. Upon using one of your tricks against a foe, you can roll a Deception check on top of that. If you succeed, you may immediately follow up with an attack with advantage as part of the same action. If you fail, you may still make the attack as part of you action, but you do not have advantage. You must take a short or long rest before you are capable of doing it again.
Made by Doctor Necrotic, for Doctor Necrotic Media.