Harlequin 1.3.3 Martial Caster Class

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Class Expansion

for 5th Edition Dungeons and Dragons™


By Lydia "Offee"

©2019 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA.
Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH.
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Table of Contents
Harlequin 4 Troupe of the Faerie Theatre .................................................... 11
Faerie Theatre Cantrips ............................................................. 11
Introduction .....................................................................................4 Setting the Scene ........................................................................ 11
Comprehending the Infinite .........................................................4 Thespian ........................................................................................11
The Endless Dance ........................................................................4 Dance of Death: Rising Action ..................................................11
Creating a Harlequin .....................................................................5 Turning Point ................................................................................11
Word Play ...................................................................................... 11
Class Features 5 Falling Action ................................................................................11
Harlequin Features ......................................................................... 5 Final Resolution ...........................................................................11
Pseudonym ......................................................................................5 Encore ............................................................................................11
Dance of Death ...............................................................................6 Troupe of the Mourning .............................................................. 12
Harlequin's Mask ............................................................................6 Mourning Cantrips ...................................................................... 12
Supple Defense .............................................................................. 6 Overwhelmed ............................................................................... 12
Fighting Style ..................................................................................6 Dance of Death: Cry ....................................................................12
Harlequin Troupe ........................................................................... 6 Wounding Wail ............................................................................. 12
Spellcasting .....................................................................................6 Love and Loss .............................................................................. 12
Discord ............................................................................................. 7 Heightened Emotions ................................................................. 12
Ability Score Improvement .......................................................... 7 Cursed to Endure ........................................................................ 12
Evasion .............................................................................................7 Purgatory .......................................................................................12
Unearthly Casting .......................................................................... 7 Troupe of the Red Dragon .......................................................... 13
Chaotic Affinity ............................................................................... 7 Red Dragon Cantrips .................................................................. 13
Oil Supply ......................................................................................13
Harlequin Troupes 8 Ignite Apparatus .......................................................................... 13
Fire Dance .....................................................................................13
Troupe of the Aerosaltant ............................................................. 8 Burning Breath ............................................................................ 13
Aerosaltant Cantrips ......................................................................8 Greater Draconic Spellcasting ................................................. 13
Acrobat ............................................................................................. 8 Red Dragon Flight ....................................................................... 13
Gymnastics ......................................................................................8 Ancient Acrimony ........................................................................ 13
Dance of Death: Tumbling Pass ..................................................8 Troupe of the Silent One .............................................................14
Trapezist ...........................................................................................8 Silent One Cantrips .....................................................................14
Vaulting Strike ................................................................................ 8 Psio-Mimist ................................................................................... 14
Improved Gymnastics ................................................................... 8 Creations of Limbo ......................................................................14
Swift Recovery ................................................................................8 Shatterpoint ..................................................................................14
Expert Gymnastics .........................................................................8 Noh ................................................................................................. 14
Feat of Improbable Odds ..............................................................8 Mind Matter .................................................................................. 14
Troupe of the Celestial Choir .......................................................9 Sculptural Form ...........................................................................14
Celestial Choir Cantrips ............................................................... 9 Material Mastery ..........................................................................14
Bonus Cantrip .................................................................................9 Troupe of the Smiling One .........................................................15
Choirbook of Mertion .................................................................... 9 Smiling One Cantrips ................................................................. 15
Dance of Death: Dance of Life .................................................... 9 Descent into Madness ................................................................ 15
Harmonious Healing ..................................................................... 9 Treacherous Tinker ..................................................................... 15
Omnipresence .................................................................................9 Gags and Gizmos .........................................................................15
Diminishment ................................................................................. 9 Psychopathic Assault ..................................................................15
Mask of Mercuria ........................................................................... 9 Unearthly Laughter ..................................................................... 15
Troupe of the Cloud Dancer .......................................................10 One Bad Day .................................................................................15
Cloud Dancer Cantrips ...............................................................10 Troupe of the Solitaire ................................................................ 16
Weightless Walk ...........................................................................10 Solitaire Cantrips ........................................................................ 16
Dance of Death: Rush .................................................................10 Deathmark .................................................................................... 16
Surge .............................................................................................. 10 Phase Shift ....................................................................................16
Momentary Flight ........................................................................ 10 Reaper ............................................................................................16
Release ...........................................................................................10 Astral Tether ................................................................................. 16
Reflexive Gust ...............................................................................10 Assassin's Solitude ...................................................................... 16
Empty ............................................................................................. 10 Faded ..............................................................................................16

2 CLASS | HARLEQUIN 1.3


Troupe of the Splitting Image ................................................... 17
Splitting Image Cantrips ............................................................17
Masquerade .................................................................................. 17
Dance of Deception .....................................................................17
Fatal Façade ..................................................................................17
Conspirator ................................................................................... 17
Keeper of Secrets ........................................................................ 17
Enigmatic ...................................................................................... 17
Endgame ........................................................................................17
Harlequin Cantrips 18
Aerosaltant Cantrips ................................................................... 18
Celestial Choir Cantrips .............................................................19
Cloud Dancer Cantrips ...............................................................20
Faerie Theatre Cantrips ............................................................. 21
Mourning Cantrips ...................................................................... 22
Red Dragon Cantrips .................................................................. 23
Silent One Cantrips .....................................................................24
Smiling One Cantrips ................................................................. 25
Solitaire Cantrips .........................................................................26
Splitting Image Cantrips ............................................................27
New Magic Items 28
Mask of Artistic Expression .......................................................28
Mask of Black Death ...................................................................28
Mask of the Count ........................................................................28
Mask of the Joker ......................................................................... 28
Mask of Prancing .........................................................................28
Mask of Protection ...................................................................... 28
Mask of Sky ...................................................................................28
Mask of Stheno ............................................................................ 28
Mask of the Troupe Master, +1 ..................................................28
Mask of the Troupe Master, +2 ..................................................28
Mask of the Troupe Master, +3 ..................................................28
Mask of the Zephyr Atop the Mountain ...................................28

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3
Harlequin

E
ach step fell as naturally as the last,
the slow beat of her heart giving direction to
the still rhythm. She hummed a soft tune
through her lips, building the momentum
with a gentle pirouette. She smiled wide
under a porcelain mask of purest white,
wreathed with intricate gold depictions of
faerie lights. Yet spears were dropped and shields shaken
loose, each lost to the song she bore.
Every hair stood on edge as ripples of energy pulsed
through the air. The fabric was torn asunder, a hole in the
walls of time. Step forward come the visage of death - mask as
black as the void.
Silent as the very breeze running across their ears, the
dancer descended upon them. Not once did his feet touch
earth, nor once did his blade fall short. Weapon and cloth was
blown from holding, while chaos and clamor commenced. In
all the panic, in all the slaughter, not once did his laughter Each and every step away from your past extends your
cease. capabilities. Powers once thought impossible suddenly
become the new reality. The infinite possibility of a million
Comprehending the Infinite planes in a million worlds, and you will only ever experience
The worlds of D&D exist within the grand scheme of an ever- the slightest taste. Despite all ambition, you are yet mortal.
expanding multiverse. Very few are ever able to slip from one The Endless Dance
plane and exist in another, and even fewer survive the attempt.
The Harlequin, however, cares little for the boundaries and Very few individuals can claim to have even seen a harlequin,
restrictions imposed by mortal minds, especially when let alone an entire Troupe. While being inducted into a Troupe
dealing with concepts they could never hope to understand. doesn't necessarily dictate what a harlequin can and cannot
While they may stumble over small and insignificant do, it offers the chance to further their abilities through both
discoveries, you run your fingers across the very fabric that song and dance. Art is the purest form of expression,
separates this world from the void beyond. heightening the emotions of the harlequin, and allowing them
You don't need to understand reality in order to control it. to perform incredible feats.
Understanding remains within the realm of the material, and This practice is known as the Endless Dance, and while it
so a harlequin must work to achieve a complete material can take many forms in many different troupes, the
disconnect. Whatever links hold you to this plane must be methodology remains the same. Through both emotion and
severed - Whatever tethers hold you down must be released. disconnect, a harlequin can truly extend their capabilities.

4 CLASS | HARLEQUIN 1.3


Class Features
Harlequin As a harlequin, you gain the following class features.
Proficiency Primary Secondary Hit Points
Level Bonus Features Cantrips Cantrips Hit Dice: 1d6 per harlequin level
Harlequin's Mask,
Hit Points at 1st Level: 6 + your Constitution modifier
1st +2 Dance of Death, ─ ─ Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
Supple Defense modifier per harlequin level after 1st
Cantrip Casting, Proficiencies
2nd +2
Discord, Fighting
2 3
Armor: Shields
Style, Harlequin Weapons: Simple weapons, martial weapons
Troupe Tools: Disguise kit, a musical instrument of your choice
3rd +2 Troupe Feature 3 3 Saving Throws: Dexterity, Charisma
Skills: Choose two skills from Acrobatics, Arcana, Deception,
4th +2
Ability Score
3 3 Performance, Persuasion, and Stealth.
Improvement
Equipment
5th +3 Troupe Feature 3 4
You start with the following equipment, in addition to the
6th +3 Dance of Death (2) 4 4 equipment granted by your background:
7th +3 Evasion 4 4 (a) a scimitar, (b) a rapier, or (c) two simple weapons
Ability Score (a) a martial weapon or (b) a shield
8th +3
Improvement
4 5 (a) an entertainer's pack or (b) a scholar’s pack
(a) a gaming set or (b) a musical instrument
9th +4 Troupe Feature 5 5
10th +4 Discord (2) 5 5
Alternatively, you can ignore the equipment from your class
and background and start with 2d4 x 10 gp.
Unearthly Casting,
11th +4 5 6
Supple Defense (2) Pseudonym
Ability Score Upon creating your harlequin, you can choose to create a
12th +4 Improvement, 6 6 persona in order to completely disguise your identity. When
Dance of Death (3) you gain this feature, you can change any aspect of your
character's alignment, appearance, backstory, or biography to
13th +5 Troupe Feature 6 6 reflect this alteration. You cannot change your physical race,
Ability Score but you can alter your appearance to look like a similar race of
14th +5
Improvement
6 7 the same size category. Creatures that have previously
interacted with your character will still remember your
15th +5 ─ 7 7 previous identity.
16th +5
Ability Score
7 7
This feature requires a Harlequin's Mask to function. If you
Improvement do not have access to one, you are considered to be under the
17th +6 Chaotic Affinity 7 8 effects of Breaking Character (see below). You gain access to
the following benefits:
18th +6 ─ 8 8
You learn to speak, read, and write Pantomime, along with
19th +6
Ability Score
8 8 one other language of your choice.
Improvement Creatures attempting to determine your intentions using a
20th +6 Troupe Feature 8 8 Wisdom (Insight) check do so at disadvantage.
Pantomime. Characterized by a series of fluid movements,
pantomime is a language focused on communicating ideas
efficiently through art. This can include rhythms, songs, and
routines. You are able to disguise hidden meanings into
Creating a Harlequin audible and visual gibberish. A creature that doesn't
Few individuals become harlequins without good reason. Any understand Pantomime can still attempt to discern its
given Troupe is likely to include criminals fleeing persecution meaning with a successful DC 13 Intelligence check.
or perhaps nobles escaping arranged marriages. The common Breaking Character. If at any point you are observed by
thread linking them together is the need to escape. another living creature without your mask equipped, you have
What life is your harlequin seeking to escape? Were they disadvantage on all Charisma skill checks until you complete
wrongfully accused of a crime they didn't commit, or did they a long rest while wearing your mask (see Harlequin's Mask).
suffer a tremendous loss? How did they find their Troupe? Did During this time, you have the ability to further alter your
you seek out the harlequins, or did they come looking for you? persona to prevent further exposure. You can only alter your
What attempts have you made to conceal your old life? persona in this way once every 10 days.

CLASS | HARLEQUIN 1.3 5


Dance of Death Spellcasting
As an action on your turn, you can draw a straight line Cantrip Casting
extending from your character that is 30 feet long and 5 feet Starting at 2nd level, you gain access to a number of cantrips,
wide. You can target one creature (increasing to two at 6th in addition to those gained from your Harlequin Troupe.
level and three at 12th level) in the line with a melee weapon These cantrips fall into two different pools; your primary
attack, provided that the creature isn't in full cover, prone, or cantrips and secondary cantrips. Using Discord points, you
standing in an area of difficult terrain. are able to morph two separate cantrips into one. This allows
You move the furthest distance along the line physically you to craft and create brand new cantrips based off your
possible without deviation or obstruction, making a single combinations. Only cantrips gained from the Harlequin class
attack action as you move over a creature's space. can be used with Discord. Cantrips gained from outside
You can move through Medium or smaller creatures sources (inc. feats, racial traits, and multiclassing) are treated
without provoking opportunity attacks, but cannot end your as separate from your primary and secondary cantrips.
movement in a creature's space. Otherwise, normal When you gain a level in this class, you can choose one
restrictions to movement apply. primary and/or secondary cantrip you know and replace it
with another cantrip from the corresponding list.
Harlequin's Mask Charisma is your spellcasting ability for your harlequin
cantrips. You use your Charisma whenever a cantrip refers to
Beginning when you choose this class, you gain your own your spellcasting ability. In addition, you use your Charisma
personalized mask used to reflect aspects of emotion, humor, modifier when setting the saving throw DC for a harlequin
or tragedy. While you have your mask equipped, you can use it cantrip you cast and when making an attack roll with one.
as a spellcasting focus for your Cantrip Casting (see
Spellcasting). Spell Save DC = 8 + your proficiency bonus +
If you are unable to recover your mask, or your mask is your Charisma modifier
destroyed, you can construct and personalize a new one over
the period of a short rest (1 hour) by expending 25gp worth of Spell attack modifier = your proficiency bonus +
materials. your Charisma modifier
Supple Defense Spellcasting Focus
While you are not wearing any armor, your Armor Class Your harlequin mask is your spellcasting focus for your
equals 10 + your Dexterity modifier + your Charisma modifier. cantrips. Additional spells gained from outside the harlequin
You can use a shield and still gain this benefit. class require a separate spellcasting focus.
At 11th level, this bonus increases to 11 + your Dexterity
modifier + your Charisma modifier. Primary Cantrips
You know two primary cantrips of your choice from the table
Fighting Style below, with further details available in the harlequin spell list.
At 2nd level, you adopt a particular style of fighting as your The Primary Cantrips column of the harlequin table shows
specialty. Choose one of the following options. You can’t take a when you learn additional cantrips. Each of these cantrips can
Fighting Style option more than once. be cast independent of a secondary cantrip.
Cantrip School Duration Save
Dueling. When you are wielding a melee weapon in one hand
and no other weapons, you gain a +2 bonus to damage rolls Acid Splash Conjuration Instantaneous Dex
with that weapon. Booming Blade Evocation Instantaneous ─
Great Weapon Fighting. When you roll a 1 or 2 on a damage Chill Touch Necromancy Instantaneous ─
die for an attack you make with a melee weapon that you are
wielding with two hands, you can reroll the die and must use Fire Bolt Evocation Instantaneous ─
the new roll, even if the new roll is a 1 or a 2. The weapon Frostbite Evocation Instantaneous Con
must have the two-handed or versatile property for you to gain
this benefit. Infestation Conjuration Instantaneous Con
Poison Spray Conjuration Instantaneous Con
Two-Weapon Fighting. When you engage in two-weapon
fighting, you can add your ability modifier to the damage of the Primal Savagery Transmutation Instantaneous ─
second attack. Ray of Frost Conjuration Instantaneous ─
Harlequin Troupe Shocking Grasp Evocation Instantaneous ─
At 2nd level, you choose an archetype based on your own Sword Burst Conjuration Instantaneous Dex
unique background and style. Choose the Aerosaltant, the Thorn Whip Transmutation Instantaneous ─
Celestial Choir, the Cloud Dancer, the Faerie Theatre, the
Mourning, the Red Dragon, the Solitaire, or the Splitting Thunderclap Evocation Instantaneous Con
Image, all detailed at the end of the class description. The Toll the Dead Necromancy Instantaneous Wis
archetype you choose grants you features at 2nd level and
again at 3rd, 5th, 9th, 13th, and 20th level. Vicious Mockery Enchantment Instantaneous Wis

6 CLASS | HARLEQUIN 1.3


Secondary Cantrips
You know three secondary cantrips of your choice from your
chosen archetype, with further details available in the
harlequin spell list. The Secondary Cantrips column of the
harlequin table shows when you learn additional cantrips.
Each of these cantrips can be cast independent of a primary
cantrip.
Discord
Beginning at 2nd level, you learn how to draw upon the
chaotic planes to alter the very nature of traditional magic.
You have an amount of Discord points equal to your
proficiency bonus. You regain all expended uses upon
completing a short or long rest.
After selecting one primary cantrip and one secondary
cantrip, or one primary cantrip and two secondary cantrips at
10th level, you expend a Discord point to combine the cantrips
into one.
The primary cantrip is considered the default for
determining the new cantrip properties (casting time,
components, and melee/range). The damage and effects of
each cantrip are then resolved separately. If a primary and a
secondary cantrip affect a different amount of targets, default
to the amount of targets specified in the primary cantrip.
If the cantrips have different durations, each occurs
independently. If multiple cantrips require an attack roll, only
one attack roll is required. If multiple cantrips require targets
to make a saving throw, choose which saving throw the target
makes. If multiple cantrips require both an attack roll and a
saving throw, choose either an attack roll or a saving throw.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 14th, 16th,
and 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your
choice by 1. As normal, you can’t increase an ability score
above 20 using this feature.
Evasion
Beginning at 7th level, when you are subjected to an effect that
allows you to make a Dexterity saving throw to take only half
damage, you instead take no damage if you succeed on the
saving throw, and only half damage if you fail.
Unearthly Casting
Upon reaching 11th level, your discordant cantrips are
empowered by forces beyond mortal comprehension. Harlequin Multiclassing
The target of a combined cantrip created through the use of
a Discord point automatically suffers the damage of one Should you wish to multiclass into a harlequin, the
cantrip of your choice from the combination, regardless of prerequisites and proficiencies gained are listed
below.
whether the attack roll misses or the target succeeds on the
saving throw. Harlequin Multiclass Prerequisites
Ability Score Minimum
Chaotic Affinity Dexterity 13 and Charisma 13
Upon reaching 17th level, you're no longer required to expend Harlequin Multiclass Proficiencies
a Discord point to combine two cantrips together. You must Proficiencies Gained
still expend a Discord point to combine three cantrips Shields, simple weapons, martial weapons, disguise
together, as per normal. kit (tools)

CLASS | HARLEQUIN 1.3 7


Gymnastics
Harlequin Troupes Starting at 2nd level, you have 3 gymnastics dice which are
Troupe of the Aerosaltant d6's. You regain all of your expended gymnastics dice when
you finish a short or long rest. When you make an attack roll
While there are many harlequins who would use their abilities using Dexterity, or make a Dexterity skill check, you can
to serve their own ends, the Aerosaltant holds no expend one gymnastics die and add it to the roll.
misconceptions about their intended purpose. They are
acrobats first and foremost; entertainers and masters of their Dance of Death: Tumbling Pass
craft. However, when outside forces threaten the livelihood or Beginning at 3rd level, in lieu of making any attacks as part of
well-being of the Troupe, the Aerosaltant is always prepared to your Dance of Death, you can choose to perform a number of
act in whatever way is necessary. tumbling flips to cover more ground.
While you aren't incapacitated, the distance you cover with
Aerosaltant Quirks Dance of Death increases to 45 feet by 5 feet. You can move
d6 Quirk through Huge or smaller creatures without provoking
You give unique names to your various techniques, opportunity attacks. Until the beginning of your next turn,
1
such as the "Triple Trouble Tripping Flip". your Armor Class increases by 2, and the damage you take
from falling in halved.
A broken bone or two is no reason to halt a
2
performance. Trapezist
You always travel along the most direct route to your Upon reaching 3rd level, you can take the Dash or Disengage
3
destination. action as a bonus action on your turn. While dashing, climbing
costs you no extra movement.
4 You never make a mistake. It's all part of the routine. In addition, when you make a running or standing jump, the
5
While very skilled at leaping great distances, you're not distance you cover increases by a number of feet equal to your
so great at the math. Dexterity modifier.
6 You will find any and every excuse to do a back flip.
Vaulting Strike
Starting at 5th level, you can expend a gymnastics die to make
Aerosaltant Cantrips a weapon attack against a creature as a bonus action, adding
Starting at 2nd level, you can choose your secondary cantrips the result to the attack and damage rolls.
from the table below.
Improved Gymnastics
Cantrip School Duration Save At 9th level, you gain an additional gymnastics die, which turn
Cold Shoulder Evocation Instantaneous Cha into d8's.
Flaming Hoop Conjuration Instantaneous Dex Swift Recovery
Gentle Nudge Evocation Instantaneous Str Starting at 9th level, you can stand up as a reaction to falling
Illusionary Rope Illusion Instantaneous Int
prone, but only if you use the Tumbling Pass feature as an
action on your next turn.
Minor Reduction Transmutation 1 round* Con
Prismatic Ribbon Evocation Instantaneous ─
Expert Gymnastics
At 13th level, you gain an additional gymnastics die, which
Swoop Evocation Instantaneous Con turn into d10's.
Thunderous Applause Transmutation Instantaneous Con
Feat of Improbable Odds
At 20th level, your acrobatic abilities have reached a point
Acrobat beyond what should be physically possible, defying gravity
Beginning when you choose this archetype at 2nd level, you with effortless grace. You can use the Tumbling Pass feature
gain proficiency in the Acrobatics and Performance skills if to leap 45 feet in any direction. After using the Tumbling Pass
you don't already have it. Your proficiency bonus is doubled for feature, your Armor Class increases by 4, and you take no
any ability check you make that uses either proficiency. damage from falling until the beginning of your next turn.
Troupe of the Celestial Choir Dance of Death: Dance of Life
There are some harlequins who look for harmony among the Beginning at 3rd level, in lieu of making any attacks as part of
discordant noise of the void. Where many troupes willingly your Dance of Death, you choose to sing in the language of the
descend into chaos, there are those who join the Celestial high celestials - each word laden with restorative energy.
Choir to discover its underlying rhythm - a way of reflecting on You can target up to three allied creatures in the line,
their past and bringing it into song. The words uttered from healing them for an amount equal to your Harlequin level +
their lips ring with emotion and melancholy - songs performed your Charisma modifier.
long ago in the halls of Mount Celestia. You can use this feature a number of times equal to your
Charisma modifier (minimum of once). You regain all
Celestial Choir Quirks expended uses when you finish a long rest.
d6 Quirk
Harmonious Healing
1 Your eyes and skin always seem to have a faint glow. Starting at 5th level, you're able to create an angelic melody
2 When you sing, your voice has a surreal angelic quality. from the depths of chaos.
As a bonus action on any turn you use Discord to combine
3
You see yourself as a peacemaker, even if you make a two or more cantrips, you can target a creature that you can
situation worse. see within 30 feet with a healing song. The creature regains
4 Your blood glitters as if filled with crushed diamonds. hit points equal to 2d6 + your Charisma modifier, increasing
by 1d6 when you reach 9th level (3d6), and 13th level (4d6).
You are always able to remain calm when the world
5
around you is falling to pieces. Omnipresence
You believe that you were created for a divine purpose Beginning at 9th level, when you cast a harlequin cantrip that
6
of infinite scope and magnitude. requires a vocal component, you can project your voice in
such a way as to prevent nearby creatures from discerning its
Celestial Choir Cantrips true point of origin. Creatures within 30 feet of you when you
Starting at 2nd level, you can choose your secondary cantrips use this feature can identify the source with a successful
from the table below. Intelligence (Investigation) check against your spell save DC.
Cantrip School Duration Save Diminishment
Beginning at 13th level, you can redirect the focus of your
Angelic Dive Conjuration Instantaneous Dex performance to mitigate harm against you.
Cloud Break Abjuration 1 round Con You have resistance to radiant damage. As a reaction to
Divine Chorus Enchantment Conc. 1 round Wis
taking damage, you can expend a Discord point to change the
incoming damage type to radiant.
Greater Light Evocation Conc. 1 minute ─
Harp Strings Enchantment Conc. 1 round Wis
Mask of Mercuria
At 20th level, you are gifted with a mask of solid diamond from
Ocean Tears Conjuration Instantaneous ─ the Golden Heaven of Mercuria. The mask itself is worth
Prismatic Arc Illusion Instantaneous Int 30,000 gp, following the same rules for a Harlequin's Mask.
While equipped, your spell save DC increases by 2.
Purifying Flame Evocation Instantaneous ─ Unequipping the mask for longer than 8 hours causes it to
instantly return to your face, even after being destroyed.
Bonus Cantrip You can cast the True Resurrection spell once, consuming
When you choose this archetype at 2nd level, you learn the the mask as part of the required components. Casting the
Word of Radiance cantrip as a primary harlequin cantrip. This spell reduces you to 0 hit points after the 1 hour casting time,
doesn't count against the number of cantrips you know. causing your body to disperse into energy. You cannot be
When you roll a critical hit with a melee weapon attack resurrected beyond this point, even by means of a Wish spell.
against a creature, you can cast Word of Radiance as a bonus
action on your turn.
Creating your Harlequin Mask
Choirbook of Mertion
Upon reaching 2nd level, you are gifted with one of the sacred While the rules for creating your mask are outlined in the
manuscripts from the fifth layer of the Seven Heavens. Harlequin's Mask feature, your DM has the ability to determine
Choose two non-damage dealing cantrips from the Cleric what does and doesn't constitute the proper materials required
spell list to be recorded in your book, separate from your for its construction. For instance, a previously broken mask
primary and secondary cantrips. While the Choirbook of may cost a fraction of its original price to repair.
Mertion is in your possession, you can cast these cantrips as if
they were harlequin cantrips. Alternatively, you can take a pre-existing magical or non-
You can select one additional cantrip from the Cleric spell magical mask and customize it to your own specifications. This
list to add to your book at 5th, 9th, and 13th level. doesn't change any of the inherent properties of the item, but
allows you to use it as your harlequin spellcasting focus.

CLASS | HARLEQUIN 1.3 9


Troupe of the Cloud Dancer Weightless Walk
These harlequins have abandoned all connection and tether to Your elemental connection causes you to constantly hover a
their former lives, allowing themselves to become empty - to few inches off the ground. You are always considered under
become wind. The Cloud Dancer can draw upon the energies the effects of the Feather Fall spell. Upon reaching 9th level,
of the Elemental Plane of Air - a primordial force capable of you are always considered under the effects of the Freedom of
slowly eroding any obstacle. Much like the wind itself, they are Movement spell.
both patient and unrelenting in nature. You move normally, but are never treated as being in direct
contact with solid terrain, allowing you to target creatures
Cloud Dancer Quirks standing in difficult terrain with Dance of Death.
d6 Quirk Dance of Death: Rush
1 You often forget things as soon as they are told to you. Starting at 3rd level, in lieu of making all attacks as part of
Dance of Death, you can choose to unleash a series of forceful
2
You are frequently blown away by the smallest of
discoveries.
pushes, pulls, and jabs.
You can target up to three Medium or smaller creatures in
3
You absentmindedly put out small fires wherever you the line, and force them to make a Strength saving throw
see them. against your spell save DC. On a failed save, a creature takes
The very thought of touching the ground below fills bludgeoning damage equal to double your Harlequin level and
4
you with dread. is moved 10 feet in a direction of your choosing. On a
successful save, a creature takes half the total damage.
5
You often find yourself spinning around aimlessly in You can use this feature three times between rests. You
mid-air. regain all expended uses when you finish a short or long rest.
You frequently sneeze or sigh, often to devastating
6 Surge
effect.
At 5th level, you learn Gust as a harlequin cantrip and can cast
Cloud Dancer Cantrips it as a bonus action. This is not treated as a primary or
Starting at 2nd level, you can choose your secondary cantrips secondary cantrip. In addition to the optional effects available
from the table below. in the description, you can surge the cantrip to gain access to
the following effects:
Cantrip School Duration Save One Medium or smaller creature that you choose must
Astral Glass Transmutation Instantaneous ─ pass a Strength save or immediately drop one item that it
is holding. The item then lands at your feet.
Black Breath Necromancy Instantaneous Con One Medium or smaller creature that you choose must
Blistering Wind Evocation Instantaneous ─ pass a Strength save or immediately fall prone.
One Medium or smaller creature that you choose must
Cold Snap Evocation Instantaneous Str pass a Strength save or immediately lose one
Puff of Purple Conjuration Instantaneous Con inconsequential item of clothing that it is wearing.
Sky Fall Evocation Instantaneous Str You can surge this cantrip three times between rests. You
regain all expended uses when you finish a short or long rest.
Updraft Evocation Instantaneous Str
Vacuum Transmutation Instantaneous Con Momentary Flight
When you reach 9th level, you have a flying speed of 30 feet
when you move as part of Dance of Death. At the end of your
action, you begin to fall.
Reflexive Gust
Starting at 13th level, as a reaction when a creature you can
see within 30 feet of you makes an attack, you can force them
to make a Strength saving throw against your spell save DC.
On a failed save, the target has disadvantage on the attack
roll. On a successful save, the DM can instead describe the
target making some form of harmless comical gaff, such as
hitting themselves in the face with their own weapon.
Empty
At 20th level, you have released the final tether holding you to
this world. Your character's base weight is reduced to 0,
allowing you a flying speed equal to your movement speed
while unencumbered.
Additionally, while flying at least 15 feet off the ground, you
are under the effects of a material disconnect, granting you
resistance to bludgeoning, piercing, and slashing damage.

10 CLASS | HARLEQUIN 1.3


Setting the Scene
Beginning when you choose this archetype at 2nd level, you
emit bright light in a 10-foot radius and dim light for an
additional 10 feet when you use Dance of Death, which lasts
until the end of your next turn. Invisible creatures and objects
are visible while within the bright light.
Thespian
At 2nd level, you gain proficiency in the Deception and
Performance skills if you don't already have it. Your
proficiency bonus is doubled for any ability check you make
that uses either proficiency.
Dance of Death: Rising Action
Beginning at 3rd level, in lieu of making all attacks as part of
Dance of Death, you can choose to pacify the situation with an
elaborate performance.
You can target up to three friendly creatures in the line. The
next creature that attacks a target of this feature deals half
damage on a successful attack, ending the effect.
Troupe of the Faerie Theatre If 1 minute passes without a target receiving a successful
Not all harlequins who join the Grand Theatre in the Feywild attack roll, the effect ends on that creature. You can use this
do so by choice. To some, the entrancing call to join the dance feature three times between rests. You regain all expended
is simply too great to ignore. To others, the absurdity of the uses when you finish a short or long rest.
Faerie Threatre is simply preferable to the ongoing tragedy of
existence. Regardless, the Theatre has a knack for sorting Turning Point
through the best talent on offer, for those who fail to meet Starting at 5th level, you are able to create a dramatic turn of
expectations rarely survive the performance. events to counter the hostile actions of your enemies.
When a creature under the effects of Rising Action is
Faerie Theatre Quirks successfully attacked by another creature, the attacker takes
d6 Quirk radiant damage equal to your Charisma modifier, increasing
Sometimes you can't help but break into song and
to double your Charisma modifier at 13th level.
1
dance, even during inappropriate moments. Word Play
2
You have a talent for rhyming your words, treating every At 5th level, you gain the Vicious Mockery cantrip if you don't
sentence like a poem. already have it, and the damage die becomes a d6.
You find yourself drawn into drama, or even creating
3
drama of your own. Falling Action
Beginning at 9th level, as the show draws rapidly towards its
4
You never simply walk from one place to another. Every conclusion, you are able to adapt elements of the performance
step is part of an elaborate dance. to sustain the tension.
You often talk to fey creatures that no one else can hear When a creature under the effects of Rising Action is
5
or see. successfully attacked by another creature, you can use your
reaction to extend the duration of the feature beyond the
6
Your hair begins to change color depending on your
mood.
triggering attack. The target must be within 60 feet and able
to see you.
Faerie Theatre Cantrips Final Resolution
Starting at 2nd level, you can choose your secondary cantrips Starting at 13th level, you can bring a satisfying resolution to
from the table below. the performance, culminating as you tie up any loose ends. If
Rising Action's effect on a target is not activated for the full
Cantrip School Duration Save duration, choose one of the following options:
Crimson Mist Conjuration Instantaneous Con The target adds 4d6 radiant damage to its next successful
Epic Poem Enchantment Conc. 1 round Wis spell or weapon attack.
The target immediately gains 4d6 temporary hit points.
Fey Flight Transmutation Instantaneous Cha The target immediately regains 4d6 hit points.
Glimmer Glaive Conjuration Instantaneous ─
Encore
Dusklight Evocation Conc. 1 minute Dex At 20th level, as a reaction when you are brought to
Melodrama Enchantment Instantaneous Wis consciousness from 0 hit points, you can immediately use
Dance of Death, treating all successful attacks as automatic
Rose Petals Abjuration 1 round ─ critical hits. In addition, rolling a 16 or higher on a death save
Transfix Enchantment Conc. 1 round Wis automatically restores you to 1 hit point.
CLASS | HARLEQUIN 1.3 11
Overwhelmed
Beginning when you choose this archetype at 2nd level, you
frequently experience strong outbursts of emotion that alter
your immediate surroundings. As a bonus action, you
emanate an aura extending in a 10-foot-radius from you,
lasting 1 minute. Creatures of your choice that move through
your aura do so at half their regular movement. As a bonus
action each turn, you can deal 1d6 psychic damage to all
creatures within your aura, increasing to 2d6 at 13th level.
You can activate this feature three times between rests. You
regain all expended uses when you finish a short or long rest.
Dance of Death: Cry
Starting at 3rd level, in lieu of making all attacks as part of
Dance of Death, you can choose to let out a piercing scream.
You can target up to three creatures in the line and force
them to make a Constitution saving throw against your spell
save DC. On a failed save, a creature is deafened until the end
of your next turn, taking psychic damage equal to your
Harlequin level + your Charisma modifier, or half as much on
Troupe of the Mourning a successful save. The sound of this feature can be heard up
Loss affects us all. Some can find meaning from personal to 300 feet away.
suffering - some choose to wield it as a weapon. By harnessing You can use this feature three times between rests. You
their emotions, these harlequins can tap into the raw chaotic regain all expended uses when you finish a short or long rest.
powers of Pandemonium to shape the very environment Wounding Wail
around them. Sadly, the fate of those who look for an end to Beginning at 5th level, when you take damage as the result of
their existence are always doomed to prolong it. an attack by a creature within 10 feet, the attacker instantly
Mourning Quirks takes psychic damage equal to 1d10 + your Charisma
d6 Quirk modifier. Your Overwhelmed feature must be active.
1
You often speak to those you've lost as if they were Love and Loss
right next to you. Beginning at 9th level, when an ally within visual range is
Your skin is cold to the touch, despite being in perfect reduced to 0 hit points, every creature of your choice within a
2
health. 10-foot-radius of you must make a Constitution saving throw
against your spell save DC. On a failed save, a creature takes
3
You rarely smile, often going months without changing psychic damage equal to 6d10 + your Charisma modifier, or
expression or tone. half as much on a successful save. Your Overwhelmed feature
4
You refuse to wear anything that isn't completely must be active.
colored black. Once this feature has been used, you can't use it again until
Your emotions occasionally gather into small rainclouds
you finish a short or long rest.
5
that hover just above your head.
Heightened Emotions
6 You often burst into tears for no apparent reason. When you reach 13th level, the effective radius of
Overwhelmed, Wounding Wail, and Love and Loss, is
Mourning Cantrips increased to 20 feet. Additionally, you can now use the
Starting at 2nd level, you can choose your secondary cantrips Overwhelmed feature four times between rests.
from the table below. Cursed to Endure
Cantrip School Duration Save Upon reaching 13th level, while the irony is not lost on you, it
Dart of Dolor Necromancy Instantaneous ─
seems that you are denied the peace you desire.
Upon gaining this feature, you are cursed to age at a slower
Death in Chorus Enchantment Instantaneous Cha rate. For every 10 years that pass, your body ages only 1 year,
Gloom Shard Evocation Instantaneous Dex and you are immune to being magically aged. This curse
cannot be removed by anything short of a Wish spell.
Grief Necromancy Instantaneous Wis
Rain of Ashes Conjuration Conc. 1 minute Con Purgatory
At 20th level, you have accepted the fate of all who walk the
Silent Word Enchantment 1 round Cha path of the Mourning - near immortality.
Storm Crow Conjuration Instantaneous ─ When you're reduced to 0 hit points, you instantly
regenerate an amount of hit points equal to triple your
Widower Necromancy Instantaneous ─ Charisma modifier. Your Overwhelmed feature must be active,
immediately ending when you use this feature.

12 CLASS | HARLEQUIN 1.3


Troupe of the Red Dragon Fire Dance
For harlequins consumed by their own rage, bent on the path Upon reaching 3rd level, you've learned to effectively
to destruction, the Troupe of the Red Dragon serves to enable incorporate your flaming weapons into your performance.
their innate cruelty. Drawing their powers from the Fire When you use Dance of Death while your weapons are
Elemental Plane, and stoking the flames with with the ignited, you can expend 4 charges of your oil supply to
disposition of a Red Dragon, these performers become the perform a fire dance. After determining the outcome of your
mortal embodiment of the chromatic spirit of chaos. attacks, all creatures in the line must make a Dexterity save
against your spell save DC. On a failed save, a creature takes
Red Dragon Quirks fire damage equal to your Harlequin level + your Charisma
d6 Quirk
modifier, or half as much on a successful save.
You can use this feature three times between rests. You
1
The feeling of heat against your skin gives you euphoric regain all expended uses when you finish a short or long rest.
pleasure.
2 You have sudden and irrational bursts of anger.
Burning Breath
Starting at 5th level, while your weapons are ignited, you can
3
You loose your temper when performing for an expend 6 charges charges of your oil supply a bonus action to
ungrateful audience. exhale fire at a target within 30 feet of you. The target must
You believe the best performances are always the most make a Dexterity save against your spell save DC, taking 6d6
4
dangerous. fire damage on a failed save, or half as much damage on a
successful save.
5 You're entranced at the mere mention of dragons. You can use this feature three times between rests. You
6 You're nearly always on fire in some fashion. regain all expended uses when you finish a short or long rest.
Red Dragon Cantrips Greater Draconic Spellcasting
Starting at 2nd level, you can choose your secondary cantrips Beginning at 9th level, while your weapons are ignited, and
from the table below. when you cast a cantrip that deals fire damage, you add your
Charisma modifier to one fire damage roll of that cantrip
Cantrip School Duration Save against one of its targets.
Brass Arrow Conjuration Instantaneous ─ Red Dragon Flight
Draconic Rune Abjuration Instantaneous Wis Starting at 13th level, as an action while your weapons are
ignited, you can choose to smash an oil flask at your feet,
Fire Whip Evocation Instantaneous Dex expending 20 charges of your oil supply. Two large fiery wings
Fist of the Efreeti Conjuration Instantaneous Str then sprout from your back, granting you a flying speed of 60
Hatred Necromancy Instantaneous Cha
feet for 10 minutes.
Once this feature has been used, you can't use it again until
Molten Hammer Conjuration Instantaneous ─ you finish a short or long rest.
Terrifying Roar Enchantment 1 round Wis
Ancient Acrimony
Vulcan's Wrath Evocation Instantaneous Con At 20th level, you have achieved true mastery with the flaming
weapon, obtaining new offensive and defensive capabilities.
Oil Supply You have immunity to fire damage while your weapons are
Upon choosing this archetype at 2nd level, you begin to keep ignited. Additionally, attacking with an ignited weapon deals
stock of the various oils needed to fuel your abilities. Your oil an extra 12 fire damage, rather than your proficiency bonus.
is measured in pints (1 pint = 1 flask), which can be scavenged
or purchased normally (see Adventuring Gear).
Each pint contains enough oil to create 20 ability charges. Additional Rules for Oil
Different abilities have different charge costs, subtracting the As an action, you can splash the oil in a flask onto a creature
specified amount from your total oil supply. within 5 feet of you or throw it up to 20 feet, shattering it on
impact. Make a ranged attack against a target creature or
Ignite Apparatus object, treating the oil as an Improvised Weapon. On a hit, the
At 2nd level, you begin to coat your weapons with oil from
your oil supply. As a bonus action, you can ignite any simple or target is covered in oil. If the target takes any fire damage
martial weapons you have equipped, providing bright light in a before the oil dries (after 1 minute), the target takes an
20-foot-radius and dim light for an additional 20 feet. additional 5 fire damage from the burning oil.
Attacking with an ignited weapon deals extra fire damage
equal to your proficiency bonus. You have resistance to fire You can also pour a flask of oil on the ground to cover a 5-
damage while your weapons are ignited. foot-square area, provided that the surface is level. If lit, the oil
The fires go out after either 10 minutes pass or your burns for 2 rounds and deals 5 fire damage to any creature that
weapons are doused, requiring you to later spend 1 minute enters the area or ends its turn in the area. A creature can take
cleaning your equipment and reapplying 2 charges of oil this damage only once per turn.
before you can use this feature again.

CLASS | HARLEQUIN 1.3 13


Troupe of the Silent One Tier I Creations
Some of the most infamous harlequins choose not to exist Requires 2nd level harlequin
Item Psi Cost Duration
simply in one plane, but indeed several. Those who choose the
chaos of Limbo are consequently imbued with many psionic Simple Weapon +1 2 8 hours
traits, including the ability to envision and create physical Martial Weapon +1 4 1 hour
objects out of "mind matter". These harlequins are referred to
as the Silent Ones; creatures who have vowed never to utter a Shield +1 4 1 hour
spoken word again, instead communicating through their Musical Instrument 1 8 hours
innate telepathy.
Adventuring gear (5gp or less) 1 8 hours
Silent One Quirks
d6 Quirk Tier II Creations
1 You often imitate the movements of other creatures. Requires 9th level harlequin
Item Psi Cost Duration
You put a great deal of effort into the aesthetics of your
2 Simple Weapon +2 4 1 hour
invisible creations.
3 You frequently walk into non-existant walls. Martial Weapon +2 6 10 minutes
Your entire body is devoid of all color, including any Shield +2 6 10 minutes
4
garments you may wear.
5 You believe that you have the ability to read minds. Tier III Creations
Requires 18th level harlequin
You sometimes hear voices in your head, like Item Psi Cost Duration
6
broadcasts from other planes of reality.
Simple Weapon +3 8 10 minutes
Silent One Cantrips Martial Weapon +3 10 1 minute
Starting at 2nd level, you can choose your secondary cantrips Shield +3 10 1 minute
from the table below.
Cantrip School Duration Save Shatterpoint
Binary Blast Evocation Instantaneous ─ Upon reaching 3rd level, you're able to accurately predict the
placement of your opponent's strikes. You can expend a Psi
Fun Box Conjuration Instantaneous Str point on your turn to take the Dodge action as a bonus action.
Dead Weight Transmutation 1 round Str
Noh
Matter Mine Evocation Conc. 1 minute Dex Starting at 5th level, you're able to rapidly materialize cover
Monochromatic Orb Enchantment Instantaneous Cha for you and your allies. As a reaction, you can expend a Psi
point to target a friendly creature within 30 feet with invisible
Silent Alarm Abjuration Instantaneous Int cover. The target's Armor Class is increased by 2 until the
Sudden Anvil Conjuration Instantaneous ─ beginning of your next turn or until the target moves.
You can use this feature a number of times equal to your
Waining Wall Conjuration Instantaneous Str Charisma modifier (minimum of once). You regain all
expended uses when you finish a long rest.
Psio-Mimist
Upon choosing this archetype at 2nd level, you learn the Mind Matter
Pantomime language if you don't know it already (see the Beginning at 9th level, you are able to bring a number of
Psuedonym). While communicating in Pantomime, you can materials from the plane of Limbo into physical reality. You
choose any amount of creatures within 30 feet to can expend 2 Psi points to cast the Creation spell without
automatically understand your intended meaning. using a spell slot or material components, although any
Additionally, you' a're able to ignore the verbal component of materials created using this spell are considered invisible.
harlequin cantrips and spells by using Pantomime. Charisma is your spellcasting ability for this spell.
Creations of Limbo Sculptural Form
At 2nd level, you're able to conjure extradimensional matter Upon reaching 13th level, when you take the Dodge action on
and shape it into non-living objects for your own usage. your turn, a creature attacking you with disadvantage must
As a bonus action, you can convert Discord points into Psi reroll one of the dice once and take the lower result.
points, turning each Discord point you expend into 5 Psi
points which last until you complete a short or long rest. Material Mastery
As an action, you can expend Psi points to create an object At 20th level, the use of your psionic abilities has become
of your choice from the appropriate creation tier. Creations almost effortless. You no longer require Psi points for Tier I
are considered both invisible and magical, lasting for the given Creations of Limbo. In addition, you can have up to three
duration before disappearing. You can only have one created created items in existence at any given time.
item in existence at any given time.
14 CLASS | HARLEQUIN 1.3
Troupe of the Smiling One Treacherous Tinker
One of the oldest harlequin troupes known to still exist, the Beginning at 3rd level, you are able to swiftly create and
past of this mysterious group remains shrouded in the ancient deploy a number of creative and cruel contraptions. You can
histories of cloud giants. All has been lost to the creeping use this feature three times between rests. You regain all
decay of madness that has infected this troupe. So when you expended uses when you finish a short or long rest.
find yourself stuck along an unpleasant trail of thought, Immediately after moving as part of Dance of Death, you
heading for the places in your past where the screaming is can use a bonus action to deploy a tinker's trap in an
unbearable, remember there's always madness. unoccupied space of your choosing within 5 feet of you. The
trap occupies a 5-foot-square and is obscured from vision, only
Smiling One Quirks able to be spotted with a successful Wisdom (Perception)
d6 Quirk
check against your spell save DC.
When a tinker's trap is placed, select the type of trap from
1
You don't consider someone a friend until you know the options available below. If 10 minutes pass and a tinker's
exactly how to push their buttons. trap has not been triggered, or if a tinker's trap is activated
All means justify the ends, especially if there are no when a creature or object moves into the space it occupies,
2
ends. the trap activates and is then rendered harmless.
For the purposes of this feature, P represents your
3 You can create the most stunning art from corpses. proficiency bonus.
You've faked your own death more times than you can
4
count. You can also count pretty high. Bear trap. A creature must make a Dexterity save against
your spell save DC. On a failed save, a creature takes Pd10
5 You make all of your own sound effects while fighting. piercing damage and is restrained until the end of its next
You have acquired a collection of seemingly pointless turn, taking half as much damage on a successful save.
6
props over a long career.
Pie trap. A creature must make a Dexterity save against your
spell save DC. On a failed save, a creature is blinded until until
Smiling One Cantrips the end of its next turn.
Starting at 2nd level, you can choose your secondary cantrips
from the table below. Spring trap. A creature must make a Dexterity save against
your spell save DC. On a failed save, a creature is launched 10
Cantrip School Duration Save x P feet directly up into the air before falling.
Balloon Animals Conjuration Instantaneous ─
Gags and Gizmos
Cannon Ball Conjuration Instantaneous Dex Starting at 5th level, you gain access to an expanded list of
Dud Evocation Illusion Int tinker's traps which can be used with Treacherous Tinker.
Grip of Madness Enchantment Instantaneous Int Explosive trap. All creatures in a 10-foot-radius must make a
Hammer Space Conjuration Instantaneous ─
Dexterity save against your spell save DC. On a failed save, a
creature takes Pd8 fire damage, or half as much on a
Infectious Smile Enchantment Instantaneous Con successful save.
Punch Line Enchantment Conc. 1 round Int Poison trap. A creature must make a Constitution save
Rending Claws Transmutation Instantaneous ─ against your spell save DC. On a failed save, a creature takes
Pd12 poison damage, or half as much on a successful save.
Descent into Madness Shocking trap. A creature must make a Constitution save
Upon selecting this archetype at 2nd level, failing an against your spell save DC. On a failed save, a creature takes
Intelligence or Wisdom save causes you to ascend a tier of Pd6 lightning damage and becomes paralysed until the end of
madness, granting both benefits and accumulating penalties. its next turn, taking half as much damage on a successful
Damage bonuses are replaced with each tier and don't stack. save.
Completing a short or long rest resets you to Tier 0.
Psychopathic Assault
Tier I. Your weapon attacks deal an extra +1 damage, and you Beginning at 9th level, you can target a creature with multiple
now have disadvantage on Intelligence skill checks. weapon attacks using Dance of Death, rather than dividing
Tier II. Your weapon attacks deal an extra +2 damage, and your attacks between multiple targets.
you now have disadvantage on Wisdom skill checks. Unearthly Laughter
Tier III. Your weapon attacks deal an extra +3 damage, and From 13th level, you can expend a Discord point as a bonus
you now have disadvantage on Intelligence saves. action to immediately ascend or descend one tier of madness.
Tier IV. Your weapon attacks deal an extra +4 damage, and One Bad Day
you now have disadvantage on Wisdom saves. At 20th level, you can use a bonus action once per long rest to
Tier V. Your weapon attacks deal an extra +5 damage, and automatically ascend to Tier V of madness, ignoring the
you are now considered frightened of yourself. effects of the frightened condition for 1 hour.

CLASS | HARLEQUIN 1.3 15


Deathmark
Starting when you choose this archetype at 2nd level, you are
able to identify key targets for elimination. It is unclear exactly
what force dictates who must die, but the void always rewards
you for success.
At the beginning of a combat encounter, the DM can choose
to select one enemy creature on the battlefield to be the target
of a deathmark, informing you of their choice. If the target is
reduced to 0 hit points before the feature ends, your Charisma
score increases by 1, up to a maximum of 24.
The target remains marked for 1 minute or until it drops to
0 hit points. After completing a long rest, your Charisma score
resets back to its original value.
Phase Shift
Starting at 3rd level, your exposure to the void has granted
you the ability to manipulate the density of your own body. In
this state, your form is able to pass through solid matter.
You can pass through non-magical items or surfaces using
the movement from Dance of Death, able to cover 1 foot for
each Harlequin level. If you end this movement in an occupied
Troupe of the Solitaire space, you are moved back to the point of entry.
For harlequins who choose to take the path of the wanderer, Reaper
the Solitaire walks the loneliest path of all. Masters of Upon reaching 5th level, as a free action on your turn, you can
assassination, the Solitaire is not only able to step through make a weapon attack against a creature that is currently a
into the Astral Plane, but also draw upon its chaotic energies. target of a deathmark.
However, the fate of all those who linger in the void is to
slowly disappear - lost to all known memory. Astral Tether
Solitaire Quirks Beginning at 9th level, you are able to briefly step out of
physical reality. You can cast the Dimension Door spell
d6 Quirk without using a spell slot or material components. Charisma
1
You have been unable to dream since touching the is your spellcasting ability for these spells.
void. After you cast a spell twice in this way, you can't use this
You avoid standing out in open spaces whenever
feature again until you finish a short or long rest.
2
possible.
Assassin's Solitude
3
You begin twitching whenever you're not holding your At 13th level, you have managed to locate and gain access to a
weapon. demiplane or pocket dimension for your own personal usage.
4 You become slightly translucent at random moments. You can spend the period of 1 minute opening up a 10-foot-
diameter portal into your own pocket dimension, shining a
5
You leave a playing card on the bodies of your dim, purple light visible to other creatures. The portal remains
assassination targets. in place for 24 hours, or until you close it as an action. A
6
You're prepared for your allies to betray you at any creature can enter and return from the pocket dimension
given moment. while the portal remains open, although any creature still
within the pocket dimension when the portal closes is sealed
Solitaire Cantrips inside until the portal is reopened again.
Starting at 2nd level, you can choose your secondary cantrips Upon gaining this feature, can choose the specific biome
from the table below. found within the pocket dimension, otherwise it will default to
a lifeless cave. The pocket dimension is represented by an
Cantrip School Duration Save 800 foot cube. Appearing beyond the pocket dimension's
Antimatter Transmutation Instantaneous ─
boundaries will result in being killed instantly by the void.
Once this feature has been used, you can't use it again until
Breach Evocation Instantaneous Dex you finish a long rest.
Last Confession Enchantment 1 round Wis
Faded
Paradise Lost Transmutation Instantaneous Wis At 20th level, your body has lost much of its original structural
Star Spawn Edge Conjuration Instantaneous ─ integrity from repeated exposure to the astral plane, but not
without its own reward.
Time Jolt Transmutation 1 round Con You are resistant to all damage dealt by the target of your
Translucency Abjuration Instantaneous ─ deathmark. If the initial target is reduced to 0 hit points before
1 minute passes, the DM can choose to select another target
Void Step Conjuration Instantaneous Cha for the remaining duration.

16 CLASS | HARLEQUIN 1.3


Masquerade
Starting when you choose this archetype at 2nd level, you're
able to slip into a new identity with relative ease. You can cast
Disguise Self a number of times equal to your Charisma
modifier (minimum of once), without using a spell slot or
material components, and regaining all expended uses when
you finish a long rest.
In addition, you gain proficiency in the Deception and
Performance skills if you don't already have it. Your
proficiency bonus is doubled for any ability check you make
that uses either proficiency.
Dance of Deception
Beginning at 2nd level, the surreal nature of your performance
evokes several optical and sensory illusions. You gain
temporary hit points equal to your Harlequin level + your
Charisma modifier when you use Dance of Death.
Conspirator
Beginning at 3rd level, even in the midst of combat, you are
Troupe of the Splitting Image able to sow the seeds of doubt.
A harlequin of the Splitting Image is able to assume many As a bonus action, you can select a creature within 15 feet
faces over many lifetimes, all but forgetting who they once and force them to make an Insight (Wisdom) check against
were. If you lose a loved one mysteriously, if they disappear your Charisma (Deception) check. On a failure, a creature has
without a trace, don't be surprised if you see their face disadvantage on its next attack roll before the beginning of
walking towards you on the street one day. They do not your next turn.
remember you. Fatal Façade
Splitting Image Quirks Starting at 5th level, you are able to preemptively assume a
variety of identities, only revealing the truth at the last
d6 Quirk possible moment.
1 You frequently spend your wealth on fine quality outfits. As a reaction, when a creature targets you with an attack,
2 You find yourself captivated by your own reflection.
you can switch locations with a different creature of your
choice within 15 feet. You are immediately moved to the
3
You keep a little black book that contains various creature's location, while the chosen creature appears at your
damaging secrets of high profile individuals. original location, becoming the new target of the attack. The
You often create a brand new character to role play creature you choose must have a size category of either
4
each day. Medium or Small.
You can use this feature three times between rests. You
5
You are unable to take any form of criticism, no matter regain all expended uses when you finish a short or long rest.
the context.
You believe in killing with kindness in its most literal Keeper of Secrets
6
interpretation. At 9th level, you've since investigated the various colors of
harlequin in existence, assessing their various abilities, and
Splitting Image Cantrips adapting them to your own usage. Choose two secondary
Starting at 2nd level, you can choose your secondary cantrips cantrips from any harlequin troupe, excluding this one. For
from the table below. the purposes of the Discord feature, these secondary cantrips
count as Splitting Image cantrips.
Cantrip School Duration Save You learn two additional cantrips from any secondary
Blood Boil Transmutation Instantaneous Con
troupe list at 18th level.
Blood Crystal Conjuration Instantaneous ─ Enigmatic
Chaos Ladder Enchantment Conc. 1 round + Int
Upon reaching 13th level, you add your Charisma modifier to
your initiative, in addition to your Dexterity modifier.
Duplicitous Evocation Instantaneous ─
Lingering Kiss Necromancy Conc. 1 round Dex
Endgame
At 20th level, you've mastered the art of the great game. Even
Mirroring Illusion Conc. 1 round Int as a battle commences, all the necessary pieces are already in
Spectral Slash Evocation Instantaneous ─ motion. At the beginning of combat, but before initiative has
been rolled, you can select up to four creatures within visual
Volted Veil Abjuration 1 round Dex range to make Wisdom (Insight) checks opposed by your
Charisma (Deception) check. On a failure, you choose where a
creature in placed on the initiative order.
CLASS | HARLEQUIN 1.3 17
Harlequin Spell List Minor Reduction
Transmutation cantrip
Aerosaltant Cantrips Casting Time: 1 action
Cold Shoulder Range: 30 feet
Evocation cantrip Components: V, S, M (A lump of silver worth 10gp)
Duration: 1 round or until a successful attack
Casting Time: 1 action You unleash a wave of reality warping energies at a creature
Range: 10 feet within range, forcing them to pass a Constitution save. On a
Components: V, S failed save, the target's size and weight is halved for the
Duration: Instantaneous duration or until the target makes a successful attack against
You brush off a wave of freezing cold sleet, forcing a creature a creature. This reduction decreases its size by one category.
within range to pass a Charisma save. On a failed save, the The target's weapons also shrink to match its new size. While
target takes 1d8 cold damage, suffering an additional 1d8 cold these weapons are reduced, the target's first successful attack
damage if the target makes a successful melee attack against with them deal 1d4 less damage (this can't reduce the damage
you before the beginning of your next turn. below 1).
The additional cold damage increases by 1d8 when you The damage reduction increases by one die when you reach
reach 5th, 11th, and 17th level. 5th, 11th, and 17th level.
Flaming Hoop Prismatic Ribbon
Conjuration cantrip Evocation cantrip
Casting Time: 1 action Casting Time: 1 action
Range: 5 feet Range: 5 feet
Components: V, S Components: V, S
Duration: Instantaneous Duration: Instantaneous
You conjure forth a ring of fire to spin around your hips, You create a beautiful multi-colored streak of destructive
forcing all creatures within range to make a Dexterity save. liquid, making a melee spell attack. The target takes either
On a failed save, a creature takes 1d6 fire damage. 1d10 acid or poison damage (your choice). If the target is
The damage increases by one die when you reach 5th, 11th, resistant to the damage type you choose, add an additional
and 17th level. 1d10 to the total damage.
The initial damage increases by one die when you reach
Gentle Nudge 5th, 11th, and 17th level.
Evocation cantrip
Casting Time: 1 action Swoop
Range: 30 feet Evocation cantrip
Components: S Casting Time: 1 action
Duration: Instantaneous Range: 5 feet
You direct a subtle push towards a creature within range, Components: V, S
forcing them to pass a Strength save. On a failed save, the Duration: Instantaneous
target is pushed 5 feet directly away from you and You rush forward with a burst of inhuman speed, forcing a
immediately falls prone. creature within range to pass a Constitution save. On a failed
The distance you push a creature increases by 5 feet when save, the target takes 1d6 force damage and is considered
you reach 5th, 11th, and 17th level. stunned until the beginning of its next turn. After resolving the
damage, you can move up to 5 feet in any direction without
Illusionary Rope triggering attacks of opportunity.
Illusion cantrip The damage increases by one die when you reach 5th, 11th,
Casting Time: 1 action and 17th level.
Range: 15 feet
Components: V, S, M (A strip of flax) Thunderous Applause
Duration: Instantaneous Transmutation cantrip
You create the illusion of a lasso pulsing with energy, forcing a Casting Time: 1 action
creature within range to pass a Intelligence save. On a failed Range: 5 feet
save, a creature takes 1d10 lightning damage and believes it is Components: V, S
grappled until the end of your next turn. If a creature attempts Duration: Instantaneous
to escape the grapple, it automatically succeeds upon You create a deafening wave of applause, forcing all creatures
discovering the illusion. within range to pass a Constitution save. On a failed save, a
The damage increases by one die when you reach 5th, 11th, target takes 1d4 thunder damage and is deafened until the
and 17th level. beginning of its next turn.
The damage increases by one die when you reach 5th, 11th,
and 17th level.

18 CLASS | HARLEQUIN 1.3


Celestial Choir Cantrips Harp Strings
Angelic Dive Enchantment cantrip
Conjuration cantrip Casting Time: 1 action
Range: 15 feet
Casting Time: 1 action Components: V, S, M (A goose feather)
Range: 5 feet Duration: Conc. 1 round
Components: V, S
Duration: Instantaneous You play a series of chords on a shimmering ethereal harp,
forcing a creature within range to pass a Wisdom save.
You leap into the air on wings of light and land with a massive Choose one of the effects below:
shock wave. You can launch yourself 10 feet directly into the The target takes 1d4 psychic damage and has -1d4 on its
air before landing, taking no fall damage from this height. next attack roll before the duration ends.
Each creature within range when you land, other than you, The target is considered charmed by you until the end of
must succeed on a Dexterity save or take force damage equal its next turn, able to use a reaction to immediately end the
to the fall damage you would have taken from this cantrip. effect on itself.
The height you can launch yourself increases by 10 feet The target is considered frightened of you until the end of
when you reach 5th, 11th, and 17th level. its next turn, able to use a reaction to immediately end the
Cloud Break
effect on itself.
Abjuration cantrip Ocean Tears
Casting Time: 1 action Conjuration cantrip
Range: 30 feet Casting Time: 1 action
Components: V, S Range: 45 feet
Duration: 1 round Components: V, S
You call a beam of light to impair the sight of a creature within Duration: Instantaneous
range, forcing it to pass a pass a Constitution save or take 1d6 You release a torrent of freezing cold saline water at a
radiant damage. If the target makes an attack roll against you creature within range, making a ranged spell attack. The
before the duration ends, they're considered blinded for the target takes 1d8 cold damage on a hit, soaking the target in a
remainder of their turn. gallon of salt water that remains after the spell has been cast.
The damage increases by one die when you reach 5th, 11th, The damage increases by one die when you reach 5th, 11th,
and 17th level. and 17th level.
Divine Chorus Prismatic Hand
Enchantment cantrip Illusion cantrip
Casting Time: 1 action Casting Time: 1 action
Range: 45 feet Range: 30 feet
Components: V, S, M (An unstrung bow) Components: V, S, M (Crystal shards)
Duration: Conc. 1 round Duration: Instantaneous
Your song quells aggressive and harmful thoughts, forcing a An array of vibrant colors spread from your open hand, forcing
creature within range to pass a Wisdom save. On a failed a creature within range to pass an Intelligence save or take
save, the next time the target deals damage to a creature 1d8 psychic damage. A creature with darkvision temporarily
before the duration ends, the damage total is reduced by 1d6. loses it until the end of its next turn.
The damage reduction increases by one die when you reach The damage increases by one die when you reach 5th, 11th,
5th, 11th, and 17th level. and 17th level.
Greater Light Purifying Flame
Evocation cantrip Evocation cantrip
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 60 feet
Components: V, S, M (A dew drop) Components: V, S
Duration: Conc. 1 minute Duration: Instantaneous
You touch a creature or object with a drop of pure divine You cast a ball of white hot fire at a creature within range,
energy, causing it to shine bright light of a color you choose in making a ranged spell attack dealing fire damage. If the target
a 30-foot radius and dim light for an additional 30 feet. Upon is evil aligned, the damage die is 1d10; otherwise, it's 1d8.
first contact with the drop, a creature must pass a The damage increases by one die when you reach 5th, 11th,
Constitution save or take 1d10 radiant damage. and 17th level.
The damage increases by one die and the radius of the
bright and dim light increases by 5 feet when you reach 5th,
11th, and 17th level.

CLASS | HARLEQUIN 1.3 19


Cloud Dancer Cantrips Puff of Purple
Astral Glass
Conjuration cantrip
Transmutation cantrip Casting Time: 1 action
Range: 30 feet
Casting Time: 1 action Components: V, S, M (A crushed beetle)
Range: 120 feet Duration: Instantaneous
Components: V, S
Duration: Instantaneous You release a gust of noxious purple fumes, forcing a creature
to pass a Constitution save or take 1d8 poison damage. A
You shatter small fragments of reality to hurl at a creature or target has disadvantage on Strength saving throws until the
object, making a ranged spell attack. The target takes 2d4 end of your next turn.
slashing damage on a hit. The damage increases by one die when you reach 5th, 11th,
The damage increases by two dice when you reach 5th, and 17th level.
11th, and 17th level.
Sky Fall
Black Breath Evocation cantrip
Necromancy cantrip
Casting Time: 1 action
Casting Time: 1 action Range: 45 feet
Range: 10 feet Components: V, M (Small acorn)
Components: V Duration: Instantaneous
Duration: Instantaneous
You drop a cube of solid sky onto a Medium or smaller
You release a cloud of vile smoke at a creature, forcing it to creature or object, forcing it to pass a Strength save or take
pass a Constitution save or take 1d6 necrotic damage. The 1d6 force damage and fall prone.
target has disadvantage on Wisdom (Perception) checks until The damage increases by one die when you reach 5th, 11th,
the end of your next turn. and 17th level.
The damage increases by one die when you reach 5th, 11th,
and 17th level. Updraft
Blistering Wind
Evocation cantrip
Evocation cantrip Casting Time: 1 action
Range: 30 feet
Casting Time: 1 action Components: V, S
Range: 30 feet Duration: Instantaneous
Components: V, S, M (Fresh embers)
Duration: Instantaneous You direct a sudden rise of air at a creature or object, forcing it
to pass a Strength save. On a failed save, the target is lifted 10
You launch a heated blast of air at a creature, making a ranged feet in the air before dropping. A target that weighs more than
spell attack with fire damage. If the target is unarmored, the 350lbs automatically passes.
damage die is 1d12; otherwise, it's 1d8. The height a creature is lifted increases by 10 feet, and the
The damage increases by one die when you reach 5th, 11th, maximum weight of the target increases by 50lbs when you
and 17th level. reach 5th, 11th, and 17th level.
Cold Snap Vacuum
Evocation cantrip Transmutation cantrip
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 10 feet
Components: V, S Components: V, S
Duration: Instantaneous Duration: Instantaneous
You release a wave of freezing cold air at a creature, forcing it You draw the air out of a creature's lungs, forcing it to pass a
to pass a Strength save or take 1d10 cold damage. A target Constitution save. A creature that doesn't require air to
that is either wet or frozen takes half damage on a success. breathe automatically passes. On a failed save, the target
The damage increases by one die when you reach 5th, 11th, takes 1d12 psychic damage and cannot speak or use verbal
and 17th level. components until the beginning of its next turn.
The damage increases by one die when you reach 5th, 11th,
and 17th level.

20 CLASS | HARLEQUIN 1.3


Faerie Theatre Cantrips Dusklight
Crimson Mist Evocation cantrip
Conjuration cantrip Casting Time: 1 action
Casting Time: 1 action Range: 5 feet
Range: 30 feet Components: V, S
Components: V, S, M (A pinch of paprika) Duration: Conc. Up to 1 minute
Duration: Instantaneous You place a drop of the Feywild's essence onto a creature,
You conjure a cloud of mist around a creature, mixing it into forcing it to pass a Dexterity save or take 1d6 fire damage. For
their blood stream, and forcing it to pass a Constitution save. the duration, the target takes an extra 2 fire damage from
The target can choose to either take 1d10 poison damage, or spell attacks, illuminating a 10-foot radius with dim light.
use their reaction to force a creature within 5 feet to take the The extra damage increases by 2 when you reach 5th, 11th,
damage instead. and 17th level.
The damage increases by one die when you reach 5th, 11th, Melodrama
and 17th level. Enchantment cantrip
Epic Poem Casting Time: 1 action
Enchantment cantrip Range: 60 feet
Casting Time: 1 action Components: S
Range: 30 feet Duration: Instantaneous
Components: V, M (A book worth 50gp) You attempt to trick your opponents with a well placed strike
Duration: Conc. 1 round against a creature within range, forcing it to pass a Wisdom
You overwhelm a creature with the weight of your tale, forcing save or take 1d8 bludgeoning, slashing, or piercing damage
it to pass a Wisdom save. On a failed save, the target is (your choice). The target assumes that the creature nearest to
considered deafened until the end of your next turn. A it is responsible for the attack.
creature that is immune to charm effects automatically The target can also attempt to resist any charm effects that
passes. would end as a result of the target taking damage from the
The cantrip duration increases by one round when you assumed creature.
reach 5th, 11th, and 17th level. The damage increases by one die when you reach 5th, 11th,
and 17th level.
Fey Flight Rose Petals
Transmutation cantrip Abjuration cantrip
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 60 feet
Components: V, S Components: S, M (A pressed flower/leaf)
Duration: Instantaneous Duration: 1 round
You release a pulse of sparkling light at a creature, forcing it to You create a cloud of rose petals with a rather foreign
pass a Charisma save. On a failed save, the target takes 1d6 fragrance, targeting a creature with a ranged spell attack. The
psychic damage, and you can immediately move a flying speed target takes 1d4 slashing damage on a hit. Whenever you roll
of 15 feet in any direction without expending your movement. 4 on the damage die, you gain an extra 4 temporary hit points
The damage increases by one die when you reach 5th, 11th, that last for the duration.
and 17th level. The damage increases by one die when you reach 5th, 11th,
Glimmer Glaive and 17th level.
Conjuration cantrip Transfix
Casting Time: 1 action Illusion cantrip
Range: 5 feet Casting Time: 1 action
Components: V, S, M (Broken weapon handle) Range: 30 feet
Duration: Instantaneous Components: V, S
You summon a glaive of shimmering fey energy to slash at a Duration: Conc. 1 round
creature, making a melee spell attack with force damage. If You harass a creature with bright flashes and images, forcing
the creature is considered charmed, the damage die is 1d12; it to pass a Wisdom save. On a failed save, the target's
otherwise, it's 1d8. Damage from this cantrip doesn't break movement speed is halved for the duration, or until it takes
charm effects or trigger saving throws against charm effects. damage.
The damage increases by one die when you reach 5th, 11th, The duration increases by 1 round when you reach 5th,
and 17th level. 11th, and 17th level.

CLASS | HARLEQUIN 1.3 21


Mourning Cantrips Rain of Ashes
Dart of Dolor Conjuration cantrip
Necromancy cantrip Casting Time: 1 action
Casting Time: 1 action Range: 30 feet
Range: 150 feet Components: S, M (Volcanic rock)
Components: V, S Duration: Conc. 1 minute
Duration: Instantaneous You create a cloud of harmful toxic ash above a creature,
You launch a solidified black dart at a creature or object, forcing them to pass a Constitution save or suffer 1d4 poison
making a ranged spell attack. The target takes necrotic damage. On a failed save, the target cannot take reactions for
damage equal to double their own Charisma modifier the duration, able to repeat the saving throw at the end of
(minimum of 2). each turn, ending the effect on a success.
The damage increases by an additional 4 when you reach The damage increases by one die when you reach 5th, 11th,
5th, 11th, and 17th level. and 17th level.
Death in Chorus Silent Word
Enchantment cantrip Enchantment cantrip
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 5 feet
Components: V Components: V
Duration: Instantaneous Duration: 1 round
You sing a song tinged with sadness and sorrow, forcing a You whisper nonsensical gibberish at a creature, which it
creature within range to pass a Wisdom save or take psychic interprets as an unknown secret, forcing it to pass a Wisdom
damage. If the target is able to use a reaction to cover their save. On a failed save, the target is considered frightened of
ears, the damage die is 1d8; otherwise, it's 1d12. you for the duration, or until your deception is revealed.
The damage increases by one die when you reach 5th, 11th, The cantrip duration increases by one round when you
and 17th level. reach 5th, 11th, and 17th level.
Gloom Shard Storm Crow
Evocation cantrip Conjuration cantrip
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 60 feet
Components: V, S Components: V, M (Bird seed)
Duration: Instantaneous Duration: Instantaneous
You solidify your despair into black obsidian, making a ranged You conjure a black crow from the Shadowfell to bring an
spell attack. The target takes 1d4 bludgeoning damage and unnatural storm, making a ranged spell attack. The target
1d4 slashing damage on a hit. This cantrip ignores takes 1d10 lightning damage on a hit.
disadvantage caused by attacking a creature within 5 feet with The attack ignores half and three-quarters cover, provided
a ranged spell attack. the target is visible from a birds eye view.
The damage increases by 1d4 bludgeoning and 1d4 The damage increases by one die when you reach 5th, 11th,
slashing when you reach 5th, 11th, and 17th level. and 17th level.
Grief Widower
Necromancy cantrip Necromancy cantrip
Casting Time: 1 action Casting Time: 1 action
Range: 5 feet Range: 30 feet
Components: V, S Components: V, S
Duration: Instantaneous Duration: Instantaneous
You unleash your anguish in the form of a large pulse, forcing You cast a bolt of black, life-draining energy towards a
every creature in range to pass a Charisma save. On a failed creature, making a ranged spell attack. The target takes 1d6
save, a target takes 1d8 necrotic damage, or 1d12 if the target necrotic damage on a hit, converting half the total necrotic
has temporary hit points. damage dealt into temporary hit points for you or a conscious
The damage increases by one die when you reach 5th, 11th, creature within 5 feet. These temporary hit points last until
and 17th level. the beginning of your next turn.
The damage increases by one die when you reach 5th, 11th,
and 17th level.

22 CLASS | HARLEQUIN 1.3


Red Dragon Cantrips
Hatred
Brass Arrow Necromancy cantrip
Conjuration cantrip Casting Time: 1 action
Casting Time: 1 action Range: 30 feet
Range: 150 feet Components: V, S
Components: V, S, M (A bow string) Duration: Instantaneous
Duration: Instantaneous You overwhelm a creature with empowered, aggressive
You conjure and launch a brass arrow, almost the length and emotion, sapping them of their spirit and forcing them to pass
size of a spear, making a ranged spell attack against a target a Charisma save. A target takes 1d4 necrotic damage and has
within range. The target takes 1d10 piercing damage on a hit. disadvantage on its next Wisdom saving throw before the end
The arrow itself glows with a bright light in a 10-foot-radius of your next turn.
and dim light for an additional 10 feet until the end of your The damage increases by one die when you reach 5th, 11th,
next turn. and 17th level.
The damage increases by one die when you reach 5th, 11th,
and 17th level. Molten Hammer
Conjuration cantrip
Draconic Rune Casting Time: 1 action
Abjuration cantrip Range: 5 feet
Casting Time: 1 action Components: V, S, M (A lump of iron)
Range: 30 feet Duration: Instantaneous
Components: V, S You manifest a burning hammer wrought of molten iron,
Duration: Instantaneous making a melee spell attack. The target takes 1d8
You draw a protective rune to shield yourself from harmful bludgeoning damage and 1d4 fire damage on a hit.
spells, forcing a creature within range to pass a Wisdom save. The fire damage increases by one die when you reach 5th,
On a failed save, the target takes 1d6 lightning damage and 11th, and 17th level.
cannot target you with a ranged spell attack before the end of
its next turn. Terrifying Roar
The damage increases by one die when you reach 5th, 11th, Enchantment cantrip
and 17th level. Casting Time: 1 action
Fire Whip Range: 5 feet
Evocation cantrip Components: V
Duration: 1 round
Casting Time: 1 action You let forth a horrible, guttural roar, forcing a creature within
Range: 15 feet range to succeed on a Wisdom saving throw or be frightened
Components: S of you until the beginning of your next turn.
Duration: Instantaneous
You evoke a flaming tendril to lash out at your enemies, Vulcan's Wrath
forcing a creature within range to pass a Dexterity save or Evocation cantrip
take 2d6 fire damage. Casting Time: 1 action
The damage increases by one die when you reach 5th, 11th, Range: 5 feet
and 17th level. Components: V, S
Fist of the Efreeti Duration: Instantaneous
Conjuration cantrip You slam your fist into the ground, causing a number of
Casting Time: 1 action burning fissures to open up around you. Each creature within
Range: 30 feet range, other than you, must succeed on a Constitution saving
Components: V, S, M (A flask or lamp) throw or take 1d6 fire damage.
Duration: Instantaneous Alternatively, you can choose to have the fissures release a
cloud of toxic gas, changing the damage type to poison.
You open a miniature portal to the Elemental Plane of Fire, The damage increases by one die when you reach 5th, 11th,
conjuring forth a large red hand. A creature within range must and 17th level.
pass a Strength save or take 1d10 bludgeoning damage. A
Large or smaller creature is considered grappled up until the
beginning of its next turn.
The damage increases by one die when you reach 5th, 11th,
and 17th level.

CLASS | HARLEQUIN 1.3 23


Silent One Cantrips Monochromatic Orb
Binary Blast Enchantment cantrip
Evocation cantrip Casting Time: 1 action
Range: 15 feet
Casting Time: 1 action Components: V, S, M (A crystal/gem worth 50gp)
Range: 60 feet Duration: Instantaneous
Components: V, S
Duration: Instantaneous You pour both positive and negative psionic energies through
a focusing lens, forcing a creature within range to pass a
You launch two orbs of spiraling black and white light, making Charisma save. On a failed save, the target takes 1d6 radiant
a ranged spell attack against a creature within range. On a or necrotic damage (your choice).
successful hit, the target takes 1d4 necrotic damage and 1d4 A creature that takes necrotic damage has disadvantage on
radiant damage. its next attack roll against you. A creature that takes radiant
The necrotic and radiant damage both increase by one die damage has disadvantage on its next attack roll if you are not
when you reach 5th, 11th, and 17th level. the target. Both effects last until triggered or until the end of
Fun Box the target's next turn.
Conjuration cantrip The damage increases by one die when you reach 5th, 11th,
and 17th level.
Casting Time: 1 action
Range: 15 feet Silent Alarm
Components: V, S Abjuration cantrip
Duration: Instantaneous Casting Time: 1 action
You create an invisible container around a creature within Range: 30 feet
range, forcing them to pass a Strength save. On a failed save, Components: V
the target takes 1d4 force damage and is considered Duration: Instantaneous
restrained until the beginning of their next turn, or until You overwhelm a creature's senses with a psionic feedback,
forcefully moved from their current location. forcing them to pass an Intelligence saving throw. On a failed
The damage increases by one die when you reach 5th, 11th, save, the target takes 1d10 psychic damage, and treats the
and 17th level. next creature it targets with an attack roll as having half cover.
Dead Weight Only the target creature can hear this alarm.
Transmutation cantrip The damage increases by one die when you reach 5th, 11th,
and 17th level.
Casting Time: 1 action
Range: 30 feet Sudden Anvil
Components: V, S Conjuration cantrip
Duration: 1 round Casting Time: 1 action
You increase the density of a target within range, forcing it to Range: 10 feet
pass a Strength save. On a failed save, a creature's total Components: V, S
equipment weight is increased by 100lbs for the duration. A Duration: Instantaneous
non-equipped item takes no damage, but its weight is You conjure forth an invisible weight to drop on a creature
automatically increased. within range, making a ranged spell attack. On a successful
The additional weight increases by 50lbs, when you reach hit, the target takes 1d12 bludgeoning damage. The target
5th, 11th, and 17th level. gains no benefit from taking the dodge action or from being
Matter Mine prone for the purposes of this attack roll.
Evocation cantrip The damage increases by one die when you reach 5th, 11th,
and 17th level.
Casting Time: 1 action
Range: 30 feet Waining Walls
Components: V, S, M (A polished stone) Conjuration cantrip
Duration: Conc. 1 minute Casting Time: 1 action
You fill a small stone with raw psionic energy before hurling it Range: 5 feet
towards a point within range, forcing all creatures within 5 Components: S, M (A hammer)
feet of the target to pass a Dexterity save. On a failed save, a Duration: Instantaneous
target takes 1d6 thunder damage. You create an invisible box around yourself, pushing each side
The stone remains in place and cannot be moved, turning down in a controlled descent. Choose up to four creatures
the area within a 5-foot-radius into difficult terrain for the within range, forcing them to pass a Strength saving throw.
duration or until you lose concentration. On a failed save, a creature takes 1d6 force damage and is
The damage increases by one die when you reach 5th, 11th, moved 5 feet directly away from you.
and 17th level. The damage increases by one die when you reach 5th, 11th,
and 17th level.

24 CLASS | HARLEQUIN 1.3


Smiling One Cantrips Hammer Space
Balloon Animals Conjuration cantrip
Conjuration cantrip Casting Time: 1 action
Casting Time: 1 action Range: 5 feet
Range: 30 feet Components: V, S, M (A bag/backpack)
Components: V, S, M (An animal organ) Duration: Instantaneous
Duration: Instantaneous You reach into the void and remove a large bludgeoning
You create a balloon and bend it into the shape of an animal, instrument, striking a target within range with a melee spell
tossing it with a ranged spell attack at a creature within range. attack. On a successful hit, the target takes 1d12 bludgeoning
On a successful hit, the target takes 1d6 force damage as the damage. After resolving the damage, the item immediately
balloon pops. If the target is concentrating on a spell, it makes disappears.
its next Constitution save with disadvantage. The damage increases by one die when you reach 5th, 11th,
The damage increases by one die when you reach 5th, 11th, and 17th level.
and 17th level.
Infectious Smile
Cannon Ball Enchantment cantrip
Transmutation cantrip Casting Time: 1 action
Casting Time: 1 action Range: 30 feet
Range: 10 feet Components: V, S, M (A flower)
Components: V, S Duration: Instantaneous
Duration: Instantaneous You spray a toxic formula that causes faces to bend into a long
You leap into the air before slamming into the ground with a and ghastly smile, forcing a creature within range to pass a
massive impact. You can launch yourself 10 feet directly into Constitution save. On a failed save, the target takes 1d8
the air before landing, taking no fall damage from this height. poison damage and has disadvantage on their next
Each creature within range when you land, other than you, Intelligence saving throw before the beginning of their next
must succeed on a Dexterity save or take 1d4 thunder turn.
damage. The damage increases by one die when you reach 5th, 11th,
The damage increases by one die when you reach 5th, 11th, and 17th level.
and 17th level.
Punch Line
Dud Enchantment cantrip
Illusion cantrip Casting Time: 1 action
Casting Time: 1 action Range: 30 feet
Range: 60 feet Components: V, M (Cue cards)
Components: V, S, M (A ranged/thrown weapon) Duration: Conc. 1 round
Duration: Instantaneous You make a quick verbal jab at a creature that can hear you,
You appear to make a ranged attack towards a creature within forcing them to pass an Intelligence save. On a failed save, the
range, although the ammunition has been replaced with a target takes 1d4 bludgeoning damage and has -1d4 to ability
harmless magical gag and no attack roll is needed. The target skill checks for the duration.
is instead forced to pass an Intelligence save. On a failed save, The damage increases by one die when you reach 5th, 11th,
the target takes 1d6 psychic damage and is unable to take and 17th level.
reactions until the beginning of its next turn.
The damage increases by one die when you reach 5th, 11th, Rending Claws
and 17th level. Transmutation cantrip
Casting Time: 1 action
Grip of Madness Range: 5 feet
Enchantment cantrip Components: S
Casting Time: 1 action Duration: Instantaneous
Range: 100 feet You sprout claws of bone from your hands, targeting a
Components: S creature with a melee spell attack. On a successful hit, the
Duration: Instantaneous targets takes 2d6 slashing damage. If the target is carrying a
You reach out and assault a creature's mind with harmful shield, you gain +2 to the attack roll.
images and visions, forcing them to pass an Intelligence save. The damage increases by one die when you reach 5th, 11th,
On a failed save, the target takes 1d10 psychic damage. A and 17th level.
creature that is immune to being frightened takes no damage.
The damage increases by one die when you reach 5th, 11th,
and 17th level.

CLASS | HARLEQUIN 1.3 25


Solitaire Cantrips Star Spawn Edge
Antimatter Conjuration cantrip
Transmutation cantrip Casting Time: 1 action
Range: 5 feet
Casting Time: 1 action Components: S
Range: 30 feet Duration: Instantaneous
Components: V, S
Duration: Instantaneous You manifest a dark, writhing blade from beyond known
existence, making a melee spell attack. The target takes 1d12
You manifest a bead of black energy no bigger than a droplet, necrotic damage on a hit. Alternatively, you can forgo rolling
making a ranged spell attack against a creature within range. damage entirely, instead dealing 7 necrotic damage per
A Small or smaller sized creature takes 1d6 force damage, a damage die.
Medium sized creature takes 1d8 force damage, a Large sized The damage increases by one die when you reach 5th, 11th,
creature takes 1d10 force damage, and a Huge or larger sized and 17th level.
creature takes 1d12 force damage.
The damage increases by an extra die when you reach 5th, Time Jolt
11th, and 17th level. Transmutation cantrip
Breach Casting Time: 1 action
Evocation cantrip Range: 60 feet
Components: S, M (A dagger sprinkled with sand)
Casting Time: 1 action Duration: 1 round
Range: 90 feet
Components: S You cast of bolt of energy that seems to warp the passage of
Duration: Instantaneous time around it. You force the target to pass a Constitution save
or take 1d4 force damage. If the target uses either the Dash or
You open up a small crack in reality, allowing chaotic energies Disengage action before the duration ends, the creature's
to arc towards a creature within range, forcing it to pass a movement speed is reduced to 0 until the end of it's current
Dexterity save. On a failed save, the target takes 1d8 lightning turn.
or thunder damage (your choice). A creature that has cast a The damage increases by one die when you reach 5th, 11th,
spell in the last turn takes 1d12 damage instead. and 17th level.
The damage increases by one die when you reach 5th, 11th,
and 17th level. Translucency
Last Confession Abjuration cantrip
Enchantment cantrip Casting Time: 1 action
Casting Time: 1 action Range: 30 feet
Range: 45 feet Components: S
Components: S, M (An eagle feather) Duration: Instantaneous
Duration: 1 round You transfer some of your matter into the form of a blast,
You compel a creature to reveal one last secret upon its death, making a ranged spell attack against a creature. The target
forcing it to make a Wisdom save. On a failed save, if the takes 1d8 force damage on a hit. The next time the target
target drops to 0 hit points before the duration ends, it stays forces you to make an ability saving throw before the
alive just long enough to reveal one last truthful statement to beginning of your next turn, you have advantage on the roll.
the nearest creature. The information must be of significant The damage increases by one die when you reach 5th, 11th,
value to the target. Upon doing so, the target either falls and 17th level.
unconscious or dies. Void Step
The cantrip duration increases by one round when you Conjuration cantrip
reach 5th, 11th, and 17th level.
Casting Time: 1 action
Paradise Lost Range: 15 feet
Transmutation cantrip Components: S
Casting Time: 1 action Duration: Instantaneous
Range: 60 feet You launch a psychic tether at a creature within range, forcing
Components: S, M (A silk pouch) it to pass a Charisma save. On a failed save, the target takes
Duration: Instantaneous 1d6 psychic damage, and you appear within 5 feet of the
You release the maddening winds of Pandemonium at a target without expending your movement. You cannot target a
creature, forcing it to pass a Wisdom save or take 1d8 psychic creature that is behind three-quarters cover or standing in an
damage. A target with a Wisdom ability score of 10 or lower area of difficult terrain.
takes 1d12 damage instead. The damage increases by one die when you reach 5th, 11th,
The damage increases by one die when you reach 5th, 11th, and 17th level.
and 17th level.

26 CLASS | HARLEQUIN 1.3


Splitting Image Cantrips Lingering Kiss
Blood Boil Necromancy cantrip
Transmutation cantrip Casting Time: 1 action
Range: 5 feet
Casting Time: 1 action Components: S, M (Red lipstick)
Range: 5 feet Duration: Conc. 1 round
Components: V, S, M (A heated iron rod)
Duration: Instantaneous You place a kiss on a creature's lips, forcing it to make a
Dexterity save. On a failed save, the target takes 1d6 necrotic
You boil a creature's blood with a superheated rod, piercing its damage. The target takes 1d6 additional necrotic damage
flesh and forcing it to pass a Constitution save. On a failed from spell attacks until the beginning of your next turn.
save, the target takes 1d4 piercing damage and fire damage The initial damage increases by one die when you reach
equal to the difference between the spellsave DC and the save 5th, 11th, and 17th level.
result. A creature that has no blood automatically passes.
The piercing damage increases by one die when you reach Mirroring
5th, 11th, and 17th level. Illusion cantrip
Blood Crystal Casting Time: 1 action
Conjuration cantrip Range: 60 feet
Components: V, S, M (A wooden yoyo)
Casting Time: 1 action Duration: Conc. 1 round
Range: 90 feet
Components: V, S You cloud a creature's ability to tell friend from foe, forcing it
Duration: Instantaneous to pass an Intelligence save. On a failed save, choose a friendly
creature and a hostile creature within 60 feet. For the
You manifest a long shard of blood red crystal, making a duration, the target is under the illusion that the chosen
ranged spell attack against a creature. The target takes 1d8 creatures have switched places. A creature with an
piercing damage on a hit. Intelligence score of 11 or higher automatically passes.
The next time the target is attacked before the end of your The illusion is visual only, so any sort of audible
next turn, the crystal shatters and deals additional slashing communication or physical contact will interact with the real
damage equal to your spellcasting modifier. creature.
The damage increases by one die when you reach 5th, 11th,
and 17th level. Spectral Slash
Chaos Ladder
Evocation cantrip
Enchantment cantrip Casting Time: 1 action
Range: 15 feet
Casting Time: 1 action Components: V, S
Range: 60 feet Duration: Instantaneous
Components: V, S
Duration: Conc. 1 round (up to 1 minute) You release a spray of chromatic energy towards a target,
making a ranged spell attack. The target takes 1d10 cold or
You create a footing on which chaos may build, forcing a fire damage (your choice). If the target is immune or resistant
creature to make an Intelligence save. On a failed save, the to the chosen damage type, you can switch to the other
target has disadvantage on Intelligence, Wisdom, or Charisma damage type as a reaction.
saving throws (your choice) for the duration. Failing the The damage increases by two dice when you reach 5th,
chosen saving throw before the end of the duration extends it 11th, and 17th level.
for an additional round.
Volted Veil
Duplicitous Abjuration cantrip
Evocation cantrip
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 5 feet
Components: S Components: V, S
Duration: Instantaneous Duration: 1 round
You unleash a subtle burst of energy at an unsuspecting You create a shield of electrical energy to both attack and
creature, making a ranged spell attack with force damage. If defend you from incoming attacks, making a melee spell
the creature considers you an ally or is otherwise non-hostile, attack. The target takes 1d8 lightning damage on a hit. While
the damage die is 1d12; otherwise, it's 1d8. the cantrip is active, you have a +1 bonus to AC.
The damage increases by one die when you reach 5th, 11th, The next time the target hits you with a melee attack before
and 17th level. the duration ends, it takes an additional 1d8 lightning
damage.
The initial and secondary damage increases by one die
when you reach 5th, 11th, and 17th level.

CLASS | HARLEQUIN 1.3 27


Mask of Protection
New Magic Items Wondrous item, rare (requires attunement)
The following magic items are made available for use, making This bone mask is carved with many ancient protective runes.
use of the Harlequin features. You gain a +1 bonus to AC and saving throws while wearing
this mask.
Harlequin Masks
Mask of Sky
Mask of Artistic Expression Wondrous item, very rare (requires attunement)
Wondrous item, common (requires attunement)
This mask appears featureless and unassuming at first. While This pale white mask is ornately decorated with golden
wearing it, you can use a bonus action to change the style, swirling patterns. While wearing this mask, you can cast the
color, and apparent quality of the mask. Levitate spell on yourself at will, without expending a spell slot
or material components.
Mask of Black Death Mask of Stheno
Wondrous item, uncommon Wondrous item, rare (requires attunement)
This mask features a pair of glass eye openings and a beak This serpent scaled mask has 3 charges. While wearing it, you
shaped nose, typically stuffed with herbs, straw, and spices. can use an action and expend 1 charge to cast the Flesh to
While wearing this mask, you are considered immune to Stone spell (6th level). The helm regains 1d3 expended
disease and the poisoned condition. charges daily at dawn.
Mask of the Count Mask of the Troupe Master, +1
Wondrous item, common (requires attunement) Wondrous item, uncommon (requires attunement by a
This half mask is designed to be worn by the societal elite. harlequin)
While wearing this mask, you can target a non-hostile While wearing this mask, you gain a +1 bonus to spell attack
creature within 30 feet that isn't aware of your true identity. rolls and to the saving throw DC of your harlequin cantrips.
The target must succeed on a DC 10 Charisma saving throw In addition, you can regain one Discord point as an action
or it will automatically assume you to be of a noble or wealthy while wearing the mask. You can't use this property again
background for 10 minutes. At the end of the duration, the until you finish a long rest.
creature doesn't know it was charmed by you.
Mask of the Joker Mask of the Troupe Master, +2
Wondrous item, rare (requires attunement) Wondrous item, rare (requires attunement by a harlequin)
This mask bears the visage of a twisted jester. While wearing While wearing this mask, you gain a +2 bonus to spell attack
it, you can the Tasha's Hideous Laughter spell at will, without rolls and to the saving throw DC of your harlequin cantrips.
expending a spell slot or material components. In addition, you can regain one Discord point as an action
while wearing the mask. You can't use this property again
Mask of Prancing until you finish a long rest.
Wondrous item, rare (requires attunement by a harlequin) Mask of the Troupe Master, +3
This colorful mask is designed with aerodynamics in mind. Wondrous item, very rare (requires attunement by a
While wearing it, the distance you cover with Dance of Death harlequin)
increases to 40 feet by 5 feet. While wearing this mask, you gain a +3 bonus to spell attack
rolls and to the saving throw DC of your harlequin cantrips.
In addition, you can regain one Discord point as an action
while wearing the mask. You can't use this property again
until you finish a long rest.
Mask of the Zephyr Atop the Mountain
Wondrous item, rare (requires attunement)
This mask, which bears a striking feline resemblance, has 3
charges. While wearing this mask, you can use your action
and expend 1 charge to create a 20-foot radius of swirling
wind centered on you. Each creature of your choice within the
area must make a Strength saving throw (DC 15). A Large or
smaller creature is pushed up to 10 feet away from the center
of the radius on a failed save. The mask regains 1d3 expended
charges daily at dawn.

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