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Fool Player Class - Shadow Spire Campaign by Bryan - Alexander
Fool Player Class - Shadow Spire Campaign by Bryan - Alexander
Unluckily Lucky
them.
Creating a Fool
When creating a fool, it's good to
think about why you're adventuring.
Are you a hopeful fool, on a journey
to save your village from a dark
force? Have you gone of your own
accord or been forced or stumbled into
the journey? Perhaps you never
intended on going on an adventure at
all, but you just can't manage to find
your way back on the road home. Or you
became lost and wandered your way into
a great labyrinth somehow.
The Fool
Level
Proficiency
Bonus
Features
1st
+2
2nd
+2
Whatever is at Hand
3rd
+2
Fool's Tale
4th
+2
5th
+3
Invisible Man
6th
+3
7th
+3
8th
+3
9th
+4
Lucky Dodge
10th
+4
11th
+4
Quick Build
12th
+4
13th
+5
14th
+5
Improvisational Master
15th
+5
16th
+5
17th
+6
18th
+6
Insanity Immunity
19th
+6
20th
+6
Tumbling Buffoon
Class Features
musical instrument
Saving Throws: Dexterity, Charisma
Hit Points
Hit Dice: 1d6 per Fool level
Hit Points at 1st level: 6 + your
Constitution modifier
Hit Points at Higher Levels: 1d6 (or
Equipment
Proficiencies
Armor:
Light Armor
Invincible Incompetence
At 1st level the fool may use an
action to roll a d4 on invincible
incompetence. You make take this
action twice per long rest. The DM may
decide to roll an invincible
Whatever is at Hand
Fool's Tale
At 3rd level choose your fool's tale.
Roll
Effect
Play Dead
Starting at 1st level when you are at
or below 1/4 of your health you can
fall to the ground and play dead. This
ability relies on your Dexterity
(Stealth) skill to deceive your
enemies. When you play dead any
Invisible Man
At 5th level you gain an unarmored
bonus allowing you to add your
charisma modifier as well as your
dexterity modifier to your armor class
when not wearing any armor.
Lucky Dodge
Starting at 9th level, whenever you
are attacked by a creature you can not
see you can use your reaction to halve
the damage.
Zero to Hero
Improvisational Master
Fool's Tale
Stories across the world speak of
fools and the facetious adventures
in return.
Insanity Immunity
At 18th level you have seen so much
and are so oblivious that nothing
catches you off guard. You are immune
to insanity and confusion, though you
What's That?
When choosing this tale at 3rd level,
you gain the ability to roughly assess
the value of an item and/or can sense
Tumbling Buffoon
damage rolls.
Armor of Serendipity
Gag Gift
Anything Will Do
recipient.
Strength of Will
At 17th level you can convince any
intelligent creature (Int 3+) to aid
you in your cause and follow your
instructions. Every hour the creature
may make a wisdom savings throw. If
successful they will begin to realize
what a fool they have been and upon 3
successful attempts will return back
to whence they came. However, if they
fail this roll three times, they no
longer get to make a savings throw.
The creature will follow you until it
breaks your sway or you dismiss them.
You may use this ability once a day.
Witty Banter
Upon choosing this tale at 3rd level,
while attacking you have become quite
skilled at knowing just the right
things to say to aid in your attempt.
This allows you to add your charisma
modifier as well as your normal
Fighting Style
Outspoken
again.
Archery
Dueling
When you are wielding a melee weapon
in one hand and no other weapons, you
gain a +2 bonus to damage rolls with
that weapon.
Protection
When a creature you can see attacks a
target other than you that is within 5
Double Trouble
Upon reaching 17th level whenever you
attack with an improvised weapon and
then attack with a normal weapon you
gain advantage on your normal weapons
attack and a +3 damage bonus.