Clad in motley and armed with a razor-sharp wit, jesters live by making others feel foolish, telling shocking jokes, and by generally making a mockery of everyone and everything around them. Most jesters find places in noble courts, where they are permitted to speak their minds freely, exposing the foibles and failures of the courtiers and others who have found their way in the noble’s entourage.

While jesters enjoy some freedoms when it comes to jesting, they tend to make many enemies, especially when their barbs jab a little too deeply. In such cases, jesters might find it prudent to exit stage right and take their act on the road.

Level 3 Jester

Attributes Increase two by 1
Characteristics Health +3
Languages and Professions Add entertainer (any one) to your list of professions.
Jester’s Wit You make attack rolls in social situations with 1 boon.
Quick Reflexes You can use a triggered action on your turn to hide or retreat.
Wicked Mockery You can use an action, or a triggered action on your turn, to mock one creature within medium range that can see and hear you. If the target understands what you say, it must make a Will challenge roll. On a failure, the target becomes impaired for 1 round. On a success, the target becomes immune to your Wicked Mockery until it completes a rest and makes attack rolls against you with 1 boon.

Level 6 Jeste

Characteristics Health +3
Biting Remark You can use an action to insult one creature within medium range that can see and hear you. If the target can understand what you say, make an Intellect attack roll against the target’s Will. On a success, the target becomes enraged. While enraged, the target makes attack rolls with 1 bane, but deals 1d6 extra damage on all attacks. At the end of each round, the target can make a Will challenge roll and ends the effect on a success. If you get a failure on the attack roll, the target becomes immune to your Biting Remark until it completes a rest.
Buffoonery You can use an action to dance, caper, or otherwise make a fool of yourself. Each creature within short range that can see you must get a success on a Will challenge roll or become impaired from laughter for 1 round.

Level 9 Master Jester

Characteristics Health +3
Scathing Insult You can use an action, or a triggered action on your turn, to make a scathing insult about one creature you can see within medium range. If the target can see you, hear you, and understand what you say, make an Intellect attack roll with 1 boon against the target’s Will. On a success, the target is dazed for 1 round. On a failure, the target is immune to your Scathing Insult until it completes a rest.
Vicious Lampoon You can use an action to begin mocking and lampooning other creatures for as long as you concentrate, up to 10 minutes. When you use this talent and when you concentrate on it, choose one creature that can see and hear you. If the target can understand what you say, it must make a Will challenge roll with 1 bane. On a failure, the target gains 1 Insanity. On a success, the target becomes immune to your Vicious Lampoon until you complete a rest.