You are on page 1of 6

Fool

A crowd bursts in laughter as the

things tend to fall into the favor of


the fool one way or another.

fumbling jester trips over his own

Unluckily Lucky

legs, some how miraculously catching

Some people might see the fool as

his balance at the last moment.

unlucky. They seem to fumble about and

Nervously he paces forward on the

even fall in to danger at times. But

stage, face to the ground as he

the nature of the fool is a complex

mumbles some inaudible words. A loosed

thing. A seemingly unlucky occurrence

pebble soars through the air, just as

might place the heroes right in the

the jester drops the cards from his

spot they needed to be or help the

pocket and bends over to retrieve

fool to avoid what certainly would

them.

have been a fatal event.


An ill-prepared girl pouts to

herself only to stop in wonder at the


odd object that someone managed its
way into her pocket. She swears it
wasn't in there just five minutes ago.
But oh dear, she must be mistaken.
What would Danih think if she heard
her prattling on about bottles
magically appearing? She must be going
mad.
A man happily hikes through the
woods, following a route set to
deliver a package. But he's not alone.
A wolf pounces from the brush, but the
unlucky man stumbles over a root and
the wolf goes tumbling unbeknownst to
the man over the steep hill. He makes
his delivery with a smile still on his
face, never knowing how close he came
to death.
The fool is simple yet often
have the most complex adventures.
While the fool goes along his or her
humble way they often almost fall into
trouble, but there always seems to be
something or someone looking out for
them to even the odds. A missed step
here or an oddly placed object there,

Enjoy The Little Things


The fool is an easy-going kind of
person. An adventuring fool might not
even realize he or she is on an
adventure at all. They can stumble
through the world admiring all it's
wonders even when darkness surrounds.
Their amazing ability to see the best
in all situations can keep a party
driving forward even in the harshest
of conditions. They are a beacon of
hope, and never give up.

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.

Perhaps one of the most

The Fool

important factors in creating a


fool may be the reason your
character is a fool or how. Are
they a curious young mind that has
seen little of the world? Where
you always treated as a fool and
so came to embrace it? Or maybe it
was a comedians life that you were
simply born for? It could be that

Level

Proficiency
Bonus

Features

1st

+2

Invincible Incompetence d4, Play Dead

2nd

+2

Whatever is at Hand

3rd

+2

Fool's Tale

4th

+2

Ability Score Improvement

5th

+3

Invisible Man

6th

+3

Play Dead Improvement, Invincible Incompetence d6

7th

+3

Fool's Tale Feature

you are not even truly that much

8th

+3

Ability Score Improvement

of a fool at all, but fall into

9th

+4

Lucky Dodge

the role or act as one.

10th

+4

Ability Score Improvement

11th

+4

Zero to Hero, Invincible Incompetence d8

Quick Build

12th

+4

Ability Score Improvement

When making a fool consider the

13th

+5

Fool's Tale Feature

following suggestions to help make

14th

+5

Improvisational Master

character building quicker.

15th

+5

King for a Day

Firstly your highest ability score

16th

+5

Ability Score Improvement

should usually be Dexterity. For a

17th

+6

Fool's Tale Feature

secondary ability score choose

18th

+6

Insanity Immunity

either charisma or wisdom. Good

19th

+6

Ability Score Improvement

backgrounds include the

20th

+6

Tumbling Buffoon

entertainer and the folk hero.

Class Features

crossbows, rapiers and hand firearms

The following are the class features

Tools: Choose either gaming set or

for the fool.

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

Skills: Pick 3; Acrobatics, Sleight of


Hand, Stealth, History, Investigation,
Nature, Animal Handling, Insight,
Survival, Deception, Performance,
Persuasion

4) + your Constitution modifier per

Equipment

Fool level after 1st

You start with the following

Proficiencies

equipment, in addition to the

Armor:

Light Armor

Weapons: Simple weapons, hand

equipment granted by your background:


(a) a rapier or (b) a simple
Two Daggers

(a) entertainer's pack or (b)


scholar's pack

enemies within 10 feet make a passive


perception check. If they succeed they
are aware that you are still alive,

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

though you might not be aware that


they know.
At 6th level you can use it as a
reaction if you are at or below 5 hp.

Whatever is at Hand

incompetence for your fool (sparingly)

At 2nd level you are proficient in the

as well at a relevant time without

use of improvised weapons, such as a

abusing the ability or harming the

fish picked up off a market stand or a

character or its current pursuit. This

branch from the ground.

does not use the players invincible


incompetence rolls.
At 6th level the die increases

Fool's Tale
At 3rd level choose your fool's tale.

to a d6 and then again at level 10 to


a d8.

Ability Score Improvement

Roll

Effect

When you reach 4th level, and again at

Trip, Stumble, or Fall

8th, 12th, 16th, and 19th level, you

Random Non-Magic Generic Item

can increase one ability score of your

Recall Relevant Past Situation or Knowledge

choice by 2, or you can increase two

Perfect Timed Simple Action (Duck, Turn, Ect)

ability scores of your choice by 1. As

Wandering Helpful NPC

normal, you cant increase an ability

Fool Starts Random Chain of Events

score above 20 using this feature.

Instant Back Door

Unnoticeable for 1 round


Keep in mind that this chart is

a guide, and the actual effects of the


said action are heavily dependent on
the situation you are in and your DM.

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

tumbling about the battlefield when

At 11th level you have managed to

makes you extremely hard to hit as

reach a point very few fools ever do


and have become a true experienced
hero. You gain an extra attack and may
pick one of your proficient abilities
and gain expertise in it as well as
with all improvised weapons.

Improvisational Master

not wearing armor. Oddly enough this


well as predict; add your proficiency
bonus to your AC as well to attack
rolls with improvised weapons.

Fool's Tale
Stories across the world speak of
fools and the facetious adventures

At 14th level you have mastered the

they have. Among them several certain

art of using random objects in battle.

qualities stick out in the tales of

You have advantage on any attacks made

various fools, and so it comes time to

with an improvised weapon.

decide which path your fool's tale


will tell.

King for a Day


At 15th level you gain the ability to

Tale of the Serendipitous Fool

make a casual command to any one non-

As a serendipitous fool you have an

hostile creature and they will have

amazing knack for being at the right

the strangest urge to help you. Make a

place at the right time. A class

Charisma (Persuasion) check; If

suiting someone who is always a good

successful the creature completes your

person, and so always gets good things

command to the best of their

in return.

abilities, but will not break


alignment, ideals or harm themselves.
If you fail the ability check then the
creature becomes aware that you are
trying to command them, though you
yourself may not be aware. You may use
this ability once per day.

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

There's Always Something


No matter where you are, you for some
reason can always seem to find an item
worthy of being an improvised weapon
and all improvised weapons do at least
1d6 damage (such as ranged weapon
melee attacks and items not similar to
weapons).

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

can still be feared.

if there is something strange or

Tumbling Buffoon

that might be per se. You can not tell

By 20th level you have become prone to

different about it, though not what


the value of a magic item.

Frying Pans, Who Knew Right?


At 7th level the first time you attack

rounded down and the ally you were


defending takes the remainder.

with a specific improvised weapon to a

Just Keep Moving

creature with an Intelligence of 3 or

Upon choosing this tale at 3rd level,

higher you may add double your

you gain the ability to persevere

charisma modifier to both your hit and

through hard times, needing only half

damage rolls.

the amount of food and water as a

Armor of Serendipity

normal person of your race.

By 13th level your unluckily lucky

Gag Gift

nature has grown in amazing measures.

Upon reaching 7th level, you may rig

Once per battle you can negate any one

any generic, non-magical item to

attacks damage due to sheer luck.

perform a comedic and/or ironic simple

Anything Will Do

function. The function itself can not

At 17th level you have become


extremely versatile with improvising
weapons, and because of that all
improvised weapons deal one die higher
damage than they normally would do,
and are considered magical for
purposes of damage immunity and
resistances.

do any damage or real harm, but can be


useful for being a distraction, laying
oil or bearings, or just genuinely be
an awesomely funny gag gift.
Upon giving this gift to someone
the recipient of the gift makes a
Wisdom (insight) savings throw. On a
failed save the gag goes off
successfully and the creature becomes

Tale of the Silly Fool

stunned for 1 turn (7 seconds). If

The silly fool pushes forward with

they succeed, the gag still goes off

little care or worry, always confident

but it fails to distract the

in the path laid before them. Forever

recipient.

optimistic and hopeful and often

Sir Jenkin's First Stand

overbearingly unmovable in their

Upon reaching 13th level you have

pursuits. They can be the driving

somehow learned to run head long into

force in an adventuring party as well

battle screaming as you shield bash

as keep them on their toes.

the closest enemy and any enemy within

Defend the Strong

5 feet for 3d6 damage each. You end

You gain proficiency in shields. Once

your movement next to the last

per short or long rest if you are


within 5 feet of a friendly creature
that is being attacked, you can use
your reaction to defend the player
with your shield. Add your shield
bonus to his or her AC. If the attack
still hits you take half the damage

creature you hit. This ability can be


used at the beginning of any battle
before initiative is rolled (or to
start a battle).

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.

Tale of the Wise Fool

feet of you, you can use your reaction


to impose disadvantage on the attack
roll.
Two-Weapon Fighting
When you engage in two-weapon
fighting, you can add your ability
modifier to the damage of the second
attack.

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

The wise fool is one of the most

modifiers to hit when attacking.

commonplace tales of an adventuring

Part of the Crowd

fool. The wise fool relies on wit and

Upon reaching 7th level, you have

and an outspoken charismatic attitude.

become adept in hiding in plain sight,

Applying social tact and wisdom to

and gain advantage on stealth checks

triumph over the predicaments life

by walking into a crowd a people,

sets upon you.

tripping into a bush or perhaps

Fighting Style

stumbling into an open door.

You adopt a particular style of

Outspoken

fighting as your specialty. Choose one

At 13th level you are not bound by

of the following options. You cant

what others would call normal

take a Fighting Style option more than

socializing habits. You tend to speak

once, even if you later get to choose

your mind, and frequently at that. You

again.

now have advantage on all ability

Archery

checks and saving throws dealing with

You gain a +2 bonus to attack rolls

charisma in social aspects, except for

you make with ranged weapons.

when using the deception ability.

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.

You might also like