TEXT: 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.
  Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge,
  Middlesex, UB11 1ET, UK.
  
  Table of Contents
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  Harlequin
  Introduction .....................................................................................
  Comprehending the Infinite .........................................................
  The Endless Dance ........................................................................
  Creating a Harlequin .....................................................................
  Class Features
  Harlequin Features .........................................................................
  Pseudonym ......................................................................................
  Dance of Death ...............................................................................
  Harlequin's Mask ............................................................................
  Supple Defense ..............................................................................
  Fighting Style ..................................................................................
  Harlequin Troupe ...........................................................................
  Spellcasting .....................................................................................
  Discord .............................................................................................
  Ability Score Improvement ..........................................................
  Evasion .............................................................................................
  Unearthly Casting ..........................................................................
  Chaotic Affinity ...............................................................................
  Harlequin Troupes
  Troupe of the Aerosaltant .............................................................
  Aerosaltant Cantrips ......................................................................
  Acrobat .............................................................................................
  Gymnastics ......................................................................................
  Dance of Death: Tumbling Pass ..................................................
  Trapezist ...........................................................................................
  Vaulting Strike ................................................................................
  Improved Gymnastics ...................................................................
  Swift Recovery ................................................................................
  Expert Gymnastics .........................................................................
  Feat of Improbable Odds ..............................................................
  Troupe of the Celestial Choir .......................................................
  Celestial Choir Cantrips ...............................................................
  Bonus Cantrip .................................................................................
  Choirbook of Mertion ....................................................................
  Dance of Death: Dance of Life ....................................................
  Harmonious Healing .....................................................................
  Omnipresence .................................................................................
  Diminishment .................................................................................
  Mask of Mercuria ...........................................................................
  Troupe of the Cloud Dancer .......................................................
  Cloud Dancer Cantrips ...............................................................
  Weightless Walk ...........................................................................
  Dance of Death: Rush .................................................................
  Surge ..............................................................................................
  Momentary Flight ........................................................................
  Release ...........................................................................................
  Reflexive Gust ...............................................................................
  Empty .............................................................................................
  Troupe of the Faerie Theatre ....................................................
  Faerie Theatre Cantrips .............................................................
  Setting the Scene ........................................................................
  Thespian ........................................................................................
  Dance of Death: Rising Action ..................................................
  Turning Point ................................................................................
  Word Play ......................................................................................
  Falling Action ................................................................................
  Final Resolution ...........................................................................
  Encore ............................................................................................
  Troupe of the Mourning ..............................................................
  Mourning Cantrips ......................................................................
  Overwhelmed ...............................................................................
  Dance of Death: Cry ....................................................................
  Wounding Wail .............................................................................
  Love and Loss ..............................................................................
  Heightened Emotions .................................................................
  Cursed to Endure ........................................................................
  Purgatory .......................................................................................
  Troupe of the Red Dragon ..........................................................
  Red Dragon Cantrips ..................................................................
  Oil Supply ......................................................................................
  Ignite Apparatus ..........................................................................
  Fire Dance .....................................................................................
  Burning Breath ............................................................................
  Greater Draconic Spellcasting .................................................
  Red Dragon Flight .......................................................................
  Ancient Acrimony ........................................................................
  Troupe of the Silent One .............................................................
  Silent One Cantrips .....................................................................
  Psio-Mimist ...................................................................................
  Creations of Limbo ......................................................................
  Shatterpoint ..................................................................................
  Noh .................................................................................................
  Mind Matter ..................................................................................
  Sculptural Form ...........................................................................
  Material Mastery ..........................................................................
  Troupe of the Smiling One .........................................................
  Smiling One Cantrips .................................................................
  Descent into Madness ................................................................
  Treacherous Tinker .....................................................................
  Gags and Gizmos .........................................................................
  Psychopathic Assault ..................................................................
  Unearthly Laughter .....................................................................
  One Bad Day .................................................................................
  Troupe of the Solitaire ................................................................
  Solitaire Cantrips ........................................................................
  Deathmark ....................................................................................
  Phase Shift ....................................................................................
  Reaper ............................................................................................
  Astral Tether .................................................................................
  Assassin's Solitude ......................................................................
  Faded ..............................................................................................
  CLASS | HARLEQUIN 1.3
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  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Dungeon Master's Guide, Monster Manual, Volo's
  Guide to Monsters, Xanathar's Guide to Everything, Modenkainen's Tome of Foes, and all other Wizards of the Coast product
  names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission
  under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is published under
  the Community Content Agreement for Dungeon Masters Guild.
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  Troupe of the Splitting Image ...................................................
  Splitting Image Cantrips ............................................................
  Masquerade ..................................................................................
  Dance of Deception .....................................................................
  Fatal Façade ..................................................................................
  Conspirator ...................................................................................
  Keeper of Secrets ........................................................................
  Enigmatic ......................................................................................
  Endgame ........................................................................................
  Harlequin Cantrips
  Aerosaltant Cantrips ...................................................................
  Celestial Choir Cantrips .............................................................
  Cloud Dancer Cantrips ...............................................................
  Faerie Theatre Cantrips .............................................................
  Mourning Cantrips ......................................................................
  Red Dragon Cantrips ..................................................................
  Silent One Cantrips .....................................................................
  Smiling One Cantrips .................................................................
  Solitaire Cantrips .........................................................................
  Splitting Image Cantrips ............................................................
  New Magic Items
  Mask of Artistic Expression .......................................................
  Mask of Black Death ...................................................................
  Mask of the Count ........................................................................
  Mask of the Joker .........................................................................
  Mask of Prancing .........................................................................
  Mask of Protection ......................................................................
  Mask of Sky ...................................................................................
  Mask of Stheno ............................................................................
  Mask of the Troupe Master, +1 ..................................................
  Mask of the Troupe Master, +2 ..................................................
  Mask of the Troupe Master, +3 ..................................................
  Mask of the Zephyr Atop the Mountain ...................................
  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
  cease.
  Comprehending the Infinite
  The worlds of D&D exist within the grand scheme of an ever-
  expanding multiverse. Very few are ever able to slip from one
  plane and exist in another, and even fewer survive the attempt.
  The Harlequin, however, cares little for the boundaries and
  restrictions imposed by mortal minds, especially when
  dealing with concepts they could never hope to understand.
  While they may stumble over small and insignificant
  discoveries, you run your fingers across the very fabric that
  separates this world from the void beyond.
  You don't need to understand reality in order to control it.
  Understanding remains within the realm of the material, and
  so a harlequin must work to achieve a complete material
  disconnect. Whatever links hold you to this plane must be
  severed - Whatever tethers hold you down must be released.
  Each and every step away from your past extends your
  capabilities. Powers once thought impossible suddenly
  become the new reality. The infinite possibility of a million
  planes in a million worlds, and you will only ever experience
  the slightest taste. Despite all ambition, you are yet mortal.
  The Endless Dance
  Very few individuals can claim to have even seen a harlequin,
  let alone an entire Troupe. While being inducted into a Troupe
  doesn't necessarily dictate what a harlequin can and cannot
  do, it offers the chance to further their abilities through both
  song and dance. Art is the purest form of expression,
  heightening the emotions of the harlequin, and allowing them
  to perform incredible feats.
  This practice is known as the Endless Dance, and while it
  can take many forms in many different troupes, the
  methodology remains the same. Through both emotion and
  disconnect, a harlequin can truly extend their capabilities.
  CLASS | HARLEQUIN 1.3
  4
  
  Harlequin
  Level
  Proficiency
  Bonus
  Features
  Primary
  Cantrips
  Secondary
  Cantrips
  1st
  +2
  Harlequin's Mask,
  Dance of Death,
  Supple Defense
  ─
  ─
  2nd
  +2
  Cantrip Casting,
  Discord, Fighting
  Style, Harlequin
  Troupe
  2
  3
  3rd
  +2
  Troupe Feature
  3
  3
  4th
  +2
  Ability Score
  Improvement
  3
  3
  5th
  +3
  Troupe Feature
  3
  4
  6th
  +3
  Dance of Death (2)
  4
  4
  7th
  +3
  Evasion
  4
  4
  8th
  +3
  Ability Score
  Improvement
  4
  5
  9th
  +4
  Troupe Feature
  5
  5
  10th
  +4
  Discord (2)
  5
  5
  11th
  +4
  Unearthly Casting,
  Supple Defense (2)
  5
  6
  12th
  +4
  Ability Score
  Improvement,
  Dance of Death (3)
  6
  6
  13th
  +5
  Troupe Feature
  6
  6
  14th
  +5
  Ability Score
  Improvement
  6
  7
  15th
  +5
  ─
  7
  7
  16th
  +5
  Ability Score
  Improvement
  7
  7
  17th
  +6
  Chaotic Affinity
  7
  8
  18th
  +6
  ─
  8
  8
  19th
  +6
  Ability Score
  Improvement
  8
  8
  20th
  +6
  Troupe Feature
  8
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  Creating a Harlequin
  Few individuals become harlequins without good reason. Any
  given Troupe is likely to include criminals fleeing persecution
  or perhaps nobles escaping arranged marriages. The common
  thread linking them together is the need to escape.
  What life is your harlequin seeking to escape? Were they
  wrongfully accused of a crime they didn't commit, or did they
  suffer a tremendous loss? How did they find their Troupe? Did
  you seek out the harlequins, or did they come looking for you?
  What attempts have you made to conceal your old life?
  Class Features
  As a harlequin, you gain the following class features.
  Hit Points
  Hit Dice: 1d6 per harlequin level
  Hit Points at 1st Level: 6 + your Constitution modifier
  Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
  modifier per harlequin level after 1st
  Proficiencies
  Armor: Shields
  Weapons: Simple weapons, martial weapons
  Tools: Disguise kit, a musical instrument of your choice
  Saving Throws: Dexterity, Charisma
  Skills: Choose two skills from Acrobatics, Arcana, Deception,
  Performance, Persuasion, and Stealth.
  Equipment
  You start with the following equipment, in addition to the
  equipment granted by your background:
  (a) a scimitar, (b) a rapier, or (c) two simple weapons
  (a) a martial weapon or (b) a shield
  (a) an entertainer's pack or (b) a scholar’s pack
  (a) a gaming set or (b) a musical instrument
  Alternatively, you can ignore the equipment from your class
  and background and start with 2d4 x 10 gp.
  Pseudonym
  Upon creating your harlequin, you can choose to create a
  persona in order to completely disguise your identity. When
  you gain this feature, you can change any aspect of your
  character's alignment, appearance, backstory, or biography to
  reflect this alteration. You cannot change your physical race,
  but you can alter your appearance to look like a similar race of
  the same size category. Creatures that have previously
  interacted with your character will still remember your
  previous identity.
  This feature requires a Harlequin's Mask to function. If you
  do not have access to one, you are considered to be under the
  effects of Breaking Character (see below). You gain access to
  the following benefits:
  You learn to speak, read, and write Pantomime, along with
  one other language of your choice.
  Creatures attempting to determine your intentions using a
  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
  audible and visual gibberish. A creature that doesn't
  understand Pantomime can still attempt to discern its
  meaning with a successful DC 13 Intelligence check.
  Breaking Character. If at any point you are observed by
  another living creature without your mask equipped, you have
  disadvantage on all Charisma skill checks until you complete
  a long rest while wearing your mask (see Harlequin's Mask).
  During this time, you have the ability to further alter your
  persona to prevent further exposure. You can only alter your
  persona in this way once every 10 days.
  CLASS | HARLEQUIN 1.3
  5
  
  Dance of Death
  As an action on your turn, you can draw a straight line
  extending from your character that is 30 feet long and 5 feet
  wide. You can target one creature (increasing to two at 6th
  level and three at 12th level) in the line with a melee weapon
  attack, provided that the creature isn't in full cover, prone, or
  standing in an area of difficult terrain.
  You move the furthest distance along the line physically
  possible without deviation or obstruction, making a single
  attack action as you move over a creature's space.
  You can move through Medium or smaller creatures
  without provoking opportunity attacks, but cannot end your
  movement in a creature's space. Otherwise, normal
  restrictions to movement apply.
  Harlequin's Mask
  Beginning when you choose this class, you gain your own
  personalized mask used to reflect aspects of emotion, humor,
  or tragedy. While you have your mask equipped, you can use it
  as a spellcasting focus for your Cantrip Casting (see
  Spellcasting).
  If you are unable to recover your mask, or your mask is
  destroyed, you can construct and personalize a new one over
  the period of a short rest (1 hour) by expending 25gp worth of
  materials.
  Supple Defense
  While you are not wearing any armor, your Armor Class
  equals 10 + your Dexterity modifier + your Charisma modifier.
  You can use a shield and still gain this benefit.
  At 11th level, this bonus increases to 11 + your Dexterity
  modifier + your Charisma modifier.
  Fighting Style
  At 2nd level, you adopt a particular style of fighting as your
  specialty. Choose one of the following options. You can’t take a
  Fighting Style option more than once.
  Dueling. When you are wielding a melee weapon in one hand
  and no other weapons, you gain a +2 bonus to damage rolls
  with that weapon.
  Great Weapon Fighting. When you roll a 1 or 2 on a damage
  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
  the new roll, even if the new roll is a 1 or a 2. The weapon
  must have the two-handed or versatile property for you to gain
  this benefit.
  Two-Weapon Fighting. When you engage in two-weapon
  fighting, you can add your ability modifier to the damage of the
  second attack.
  Harlequin Troupe
  At 2nd level, you choose an archetype based on your own
  unique background and style. Choose the Aerosaltant, the
  Celestial Choir, the Cloud Dancer, the Faerie Theatre, the
  Mourning, the Red Dragon, the Solitaire, or the Splitting
  Image, all detailed at the end of the class description. The
  archetype you choose grants you features at 2nd level and
  again at 3rd, 5th, 9th, 13th, and 20th level.
  Spellcasting
  Cantrip Casting
  Starting at 2nd level, you gain access to a number of cantrips,
  in addition to those gained from your Harlequin Troupe.
  These cantrips fall into two different pools; your primary
  cantrips and secondary cantrips. Using Discord points, you
  are able to morph two separate cantrips into one. This allows
  you to craft and create brand new cantrips based off your
  combinations. Only cantrips gained from the Harlequin class
  can be used with Discord. Cantrips gained from outside
  sources (inc. feats, racial traits, and multiclassing) are treated
  as separate from your primary and secondary cantrips.
  When you gain a level in this class, you can choose one
  primary and/or secondary cantrip you know and replace it
  with another cantrip from the corresponding list.
  Charisma is your spellcasting ability for your harlequin
  cantrips. You use your Charisma whenever a cantrip refers to
  your spellcasting ability. In addition, you use your Charisma
  modifier when setting the saving throw DC for a harlequin
  cantrip you cast and when making an attack roll with one.
  Spell Save DC = 8 + your proficiency bonus +
  your Charisma modifier
  Spell attack modifier = your proficiency bonus +
  your Charisma modifier
  Spellcasting Focus
  Your harlequin mask is your spellcasting focus for your
  cantrips. Additional spells gained from outside the harlequin
  class require a separate spellcasting focus.
  Primary Cantrips
  You know two primary cantrips of your choice from the table
  below, with further details available in the harlequin spell list.
  The Primary Cantrips column of the harlequin table shows
  when you learn additional cantrips. Each of these cantrips can
  be cast independent of a secondary cantrip.
  Cantrip
  School
  Duration
  Save
  Acid Splash
  Conjuration
  Instantaneous
  Dex
  Booming Blade
  Evocation
  Instantaneous
  ─
  Chill Touch
  Necromancy
  Instantaneous
  ─
  Fire Bolt
  Evocation
  Instantaneous
  ─
  Frostbite
  Evocation
  Instantaneous
  Con
  Infestation
  Conjuration
  Instantaneous
  Con
  Poison Spray
  Conjuration
  Instantaneous
  Con
  Primal Savagery
  Transmutation
  Instantaneous
  ─
  Ray of Frost
  Conjuration
  Instantaneous
  ─
  Shocking Grasp
  Evocation
  Instantaneous
  ─
  Sword Burst
  Conjuration
  Instantaneous
  Dex
  Thorn Whip
  Transmutation
  Instantaneous
  ─
  Thunderclap
  Evocation
  Instantaneous
  Con
  Toll the Dead
  Necromancy
  Instantaneous
  Wis
  Vicious Mockery
  Enchantment
  Instantaneous
  Wis
  CLASS | HARLEQUIN 1.3
  6
  
  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.
  The target of a combined cantrip created through the use of
  a Discord point automatically suffers the damage of one
  cantrip of your choice from the combination, regardless of
  whether the attack roll misses or the target succeeds on the
  saving throw.
  Chaotic Affinity
  Upon reaching 17th level, you're no longer required to expend
  a Discord point to combine two cantrips together. You must
  still expend a Discord point to combine three cantrips
  together, as per normal.
  Harlequin Multiclassing
  Should you wish to multiclass into a harlequin, the
  prerequisites and proficiencies gained are listed
  below.
  Harlequin Multiclass Prerequisites
  Ability Score Minimum
  Dexterity 13 and Charisma 13
  Harlequin Multiclass Proficiencies
  Proficiencies Gained
  Shields, simple weapons, martial weapons, disguise
  kit (tools)
  CLASS | HARLEQUIN 1.3
  7
  
  Harlequin Troupes
  Troupe of the Aerosaltant
  While there are many harlequins who would use their abilities
  to serve their own ends, the Aerosaltant holds no
  misconceptions about their intended purpose. They are
  acrobats first and foremost; entertainers and masters of their
  craft. However, when outside forces threaten the livelihood or
  well-being of the Troupe, the Aerosaltant is always prepared to
  act in whatever way is necessary.
  Aerosaltant Quirks
  d6 Quirk
  1 You give unique names to your various techniques,
  such as the "Triple Trouble Tripping Flip".
  2 A broken bone or two is no reason to halt a
  performance.
  3 You always travel along the most direct route to your
  destination.
  4 You never make a mistake. It's all part of the routine.
  5 While very skilled at leaping great distances, you're not
  so great at the math.
  6 You will find any and every excuse to do a back flip.
  Aerosaltant Cantrips
  Starting at 2nd level, you can choose your secondary cantrips
  from the table below.
  Cantrip
  School
  Duration
  Save
  Cold Shoulder
  Evocation
  Instantaneous Cha
  Flaming Hoop
  Conjuration
  Instantaneous Dex
  Gentle Nudge
  Evocation
  Instantaneous
  Str
  Illusionary Rope
  Illusion
  Instantaneous
  Int
  Minor Reduction
  Transmutation
  1 round*
  Con
  Prismatic Ribbon
  Evocation
  Instantaneous
  ─
  Swoop
  Evocation
  Instantaneous Con
  Thunderous Applause Transmutation Instantaneous Con
  Acrobat
  Beginning when you choose this archetype at 2nd level, you
  gain proficiency in the Acrobatics 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.
  Gymnastics
  Starting at 2nd level, you have 3 gymnastics dice which are
  d6's. You regain all of your expended gymnastics dice when
  you finish a short or long rest. When you make an attack roll
  using Dexterity, or make a Dexterity skill check, you can
  expend one gymnastics die and add it to the roll.
  Dance of Death: Tumbling Pass
  Beginning at 3rd level, in lieu of making any attacks as part of
  your Dance of Death, you can choose to perform a number of
  tumbling flips to cover more ground.
  While you aren't incapacitated, the distance you cover with
  Dance of Death increases to 45 feet by 5 feet. You can move
  through Huge or smaller creatures without provoking
  opportunity attacks. Until the beginning of your next turn,
  your Armor Class increases by 2, and the damage you take
  from falling in halved.
  Trapezist
  Upon reaching 3rd level, you can take the Dash or Disengage
  action as a bonus action on your turn. While dashing, climbing
  costs you no extra movement.
  In addition, when you make a running or standing jump, the
  distance you cover increases by a number of feet equal to your
  Dexterity modifier.
  Vaulting Strike
  Starting at 5th level, you can expend a gymnastics die to make
  a weapon attack against a creature as a bonus action, adding
  the result to the attack and damage rolls.
  Improved Gymnastics
  At 9th level, you gain an additional gymnastics die, which turn
  into d8's.
  Swift Recovery
  Starting at 9th level, you can stand up as a reaction to falling
  prone, but only if you use the Tumbling Pass feature as an
  action on your next turn.
  Expert Gymnastics
  At 13th level, you gain an additional gymnastics die, which
  turn into d10's.
  Feat of Improbable Odds
  At 20th level, your acrobatic abilities have reached a point
  beyond what should be physically possible, defying gravity
  with effortless grace. You can use the Tumbling Pass feature
  to leap 45 feet in any direction. After using the Tumbling Pass
  feature, your Armor Class increases by 4, and you take no
  damage from falling until the beginning of your next turn.
  
  Troupe of the Celestial Choir
  There are some harlequins who look for harmony among the
  discordant noise of the void. Where many troupes willingly
  descend into chaos, there are those who join the Celestial
  Choir to discover its underlying rhythm - a way of reflecting on
  their past and bringing it into song. The words uttered from
  their lips ring with emotion and melancholy - songs performed
  long ago in the halls of Mount Celestia.
  Celestial Choir Quirks
  d6 Quirk
  1 Your eyes and skin always seem to have a faint glow.
  2 When you sing, your voice has a surreal angelic quality.
  3 You see yourself as a peacemaker, even if you make a
  situation worse.
  4 Your blood glitters as if filled with crushed diamonds.
  5 You are always able to remain calm when the world
  around you is falling to pieces.
  6 You believe that you were created for a divine purpose
  of infinite scope and magnitude.
  Celestial Choir Cantrips
  Starting at 2nd level, you can choose your secondary cantrips
  from the table below.
  Cantrip
  School
  Duration
  Save
  Angelic Dive
  Conjuration
  Instantaneous
  Dex
  Cloud Break
  Abjuration
  1 round
  Con
  Divine Chorus
  Enchantment
  Conc. 1 round
  Wis
  Greater Light
  Evocation
  Conc. 1 minute
  ─
  Harp Strings
  Enchantment
  Conc. 1 round
  Wis
  Ocean Tears
  Conjuration
  Instantaneous
  ─
  Prismatic Arc
  Illusion
  Instantaneous
  Int
  Purifying Flame
  Evocation
  Instantaneous
  ─
  Bonus Cantrip
  When you choose this archetype at 2nd level, you learn the
  Word of Radiance cantrip as a primary harlequin cantrip. This
  doesn't count against the number of cantrips you know.
  When you roll a critical hit with a melee weapon attack
  against a creature, you can cast Word of Radiance as a bonus
  action on your turn.
  Choirbook of Mertion
  Upon reaching 2nd level, you are gifted with one of the sacred
  manuscripts from the fifth layer of the Seven Heavens.
  Choose two non-damage dealing cantrips from the Cleric
  spell list to be recorded in your book, separate from your
  primary and secondary cantrips. While the Choirbook of
  Mertion is in your possession, you can cast these cantrips as if
  they were harlequin cantrips.
  You can select one additional cantrip from the Cleric spell
  list to add to your book at 5th, 9th, and 13th level.
  Dance of Death: Dance of Life
  Beginning at 3rd level, in lieu of making any attacks as part of
  your Dance of Death, you choose to sing in the language of the
  high celestials - each word laden with restorative energy.
  You can target up to three allied creatures in the line,
  healing them for an amount equal to your Harlequin level +
  your Charisma modifier.
  You can use this feature a number of times equal to your
  Charisma modifier (minimum of once). You regain all
  expended uses when you finish a long rest.
  Harmonious Healing
  Starting at 5th level, you're able to create an angelic melody
  from the depths of chaos.
  As a bonus action on any turn you use Discord to combine
  two or more cantrips, you can target a creature that you can
  see within 30 feet with a healing song. The creature regains
  hit points equal to 2d6 + your Charisma modifier, increasing
  by 1d6 when you reach 9th level (3d6), and 13th level (4d6).
  Omnipresence
  Beginning at 9th level, when you cast a harlequin cantrip that
  requires a vocal component, you can project your voice in
  such a way as to prevent nearby creatures from discerning its
  true point of origin. Creatures within 30 feet of you when you
  use this feature can identify the source with a successful
  Intelligence (Investigation) check against your spell save DC.
  Diminishment
  Beginning at 13th level, you can redirect the focus of your
  performance to mitigate harm against you.
  You have resistance to radiant damage. As a reaction to
  taking damage, you can expend a Discord point to change the
  incoming damage type to radiant.
  Mask of Mercuria
  At 20th level, you are gifted with a mask of solid diamond from
  the Golden Heaven of Mercuria. The mask itself is worth
  30,000 gp, following the same rules for a Harlequin's Mask.
  While equipped, your spell save DC increases by 2.
  Unequipping the mask for longer than 8 hours causes it to
  instantly return to your face, even after being destroyed.
  You can cast the True Resurrection spell once, consuming
  the mask as part of the required components. Casting the
  spell reduces you to 0 hit points after the 1 hour casting time,
  causing your body to disperse into energy. You cannot be
  resurrected beyond this point, even by means of a Wish spell.
  Creating your Harlequin Mask
  While the rules for creating your mask are outlined in the
  Harlequin's Mask feature, your DM has the ability to determine
  what does and doesn't constitute the proper materials required
  for its construction. For instance, a previously broken mask
  may cost a fraction of its original price to repair.
  Alternatively, you can take a pre-existing magical or non-
  magical mask and customize it to your own specifications. This
  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
  These harlequins have abandoned all connection and tether to
  their former lives, allowing themselves to become empty - to
  become wind. The Cloud Dancer can draw upon the energies
  of the Elemental Plane of Air - a primordial force capable of
  slowly eroding any obstacle. Much like the wind itself, they are
  both patient and unrelenting in nature.
  Cloud Dancer Quirks
  d6 Quirk
  1 You often forget things as soon as they are told to you.
  2 You are frequently blown away by the smallest of
  discoveries.
  3 You absentmindedly put out small fires wherever you
  see them.
  4 The very thought of touching the ground below fills
  you with dread.
  5 You often find yourself spinning around aimlessly in
  mid-air.
  6 You frequently sneeze or sigh, often to devastating
  effect.
  Cloud Dancer Cantrips
  Starting at 2nd level, you can choose your secondary cantrips
  from the table below.
  Cantrip
  School
  Duration
  Save
  Astral Glass
  Transmutation
  Instantaneous
  ─
  Black Breath
  Necromancy
  Instantaneous
  Con
  Blistering Wind
  Evocation
  Instantaneous
  ─
  Cold Snap
  Evocation
  Instantaneous
  Str
  Puff of Purple
  Conjuration
  Instantaneous
  Con
  Sky Fall
  Evocation
  Instantaneous
  Str
  Updraft
  Evocation
  Instantaneous
  Str
  Vacuum
  Transmutation
  Instantaneous
  Con
  Weightless Walk
  Your elemental connection causes you to constantly hover a
  few inches off the ground. You are always considered under
  the effects of the Feather Fall spell. Upon reaching 9th level,
  you are always considered under the effects of the Freedom of
  Movement spell.
  You move normally, but are never treated as being in direct
  contact with solid terrain, allowing you to target creatures
  standing in difficult terrain with Dance of Death.
  Dance of Death: Rush
  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
  pushes, pulls, and jabs.
  You can target up to three Medium or smaller creatures in
  the line, and force them to make a Strength saving throw
  against your spell save DC. On a failed save, a creature takes
  bludgeoning damage equal to double your Harlequin level and
  is moved 10 feet in a direction of your choosing. On a
  successful save, a creature takes half the total damage.
  You can use this feature three times between rests. You
  regain all expended uses when you finish a short or long rest.
  Surge
  At 5th level, you learn Gust as a harlequin cantrip and can cast
  it as a bonus action. This is not treated as a primary or
  secondary cantrip. In addition to the optional effects available
  in the description, you can surge the cantrip to gain access to
  the following effects:
  One Medium or smaller creature that you choose must
  pass a Strength save or immediately drop one item that it
  is holding. The item then lands at your feet.
  One Medium or smaller creature that you choose must
  pass a Strength save or immediately fall prone.
  One Medium or smaller creature that you choose must
  pass a Strength save or immediately lose one
  inconsequential item of clothing that it is wearing.
  You can surge this cantrip three times between rests. You
  regain all expended uses when you finish a short or long rest.
  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.
  CLASS | HARLEQUIN 1.3
  10
  
  Troupe of the Faerie Theatre
  Not all harlequins who join the Grand Theatre in the Feywild
  do so by choice. To some, the entrancing call to join the dance
  is simply too great to ignore. To others, the absurdity of the
  Faerie Threatre is simply preferable to the ongoing tragedy of
  existence. Regardless, the Theatre has a knack for sorting
  through the best talent on offer, for those who fail to meet
  expectations rarely survive the performance.
  Faerie Theatre Quirks
  d6 Quirk
  1 Sometimes you can't help but break into song and
  dance, even during inappropriate moments.
  2 You have a talent for rhyming your words, treating every
  sentence like a poem.
  3 You find yourself drawn into drama, or even creating
  drama of your own.
  4 You never simply walk from one place to another. Every
  step is part of an elaborate dance.
  5 You often talk to fey creatures that no one else can hear
  or see.
  6 Your hair begins to change color depending on your
  mood.
  Faerie Theatre Cantrips
  Starting at 2nd level, you can choose your secondary cantrips
  from the table below.
  Cantrip
  School
  Duration
  Save
  Crimson Mist
  Conjuration
  Instantaneous
  Con
  Epic Poem
  Enchantment
  Conc. 1 round
  Wis
  Fey Flight
  Transmutation
  Instantaneous
  Cha
  Glimmer Glaive
  Conjuration
  Instantaneous
  ─
  Dusklight
  Evocation
  Conc. 1 minute
  Dex
  Melodrama
  Enchantment
  Instantaneous
  Wis
  Rose Petals
  Abjuration
  1 round
  ─
  Transfix
  Enchantment
  Conc. 1 round
  Wis
  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.
  If 1 minute passes without a target receiving a successful
  attack roll, the effect ends on that creature. You can use this
  feature three times between rests. You regain all expended
  uses when you finish a short or long rest.
  Turning Point
  Starting at 5th level, you are able to create a dramatic turn of
  events to counter the hostile actions of your enemies.
  When a creature under the effects of Rising Action is
  successfully attacked by another creature, the attacker takes
  radiant damage equal to your Charisma modifier, increasing
  to double your Charisma modifier at 13th level.
  Word Play
  At 5th level, you gain the Vicious Mockery cantrip if you don't
  already have it, and the damage die becomes a d6.
  Falling Action
  Beginning at 9th level, as the show draws rapidly towards its
  conclusion, you are able to adapt elements of the performance
  to sustain the tension.
  When a creature under the effects of Rising Action is
  successfully attacked by another creature, you can use your
  reaction to extend the duration of the feature beyond the
  triggering attack. The target must be within 60 feet and able
  to see you.
  Final Resolution
  Starting at 13th level, you can bring a satisfying resolution to
  the performance, culminating as you tie up any loose ends. If
  Rising Action's effect on a target is not activated for the full
  duration, choose one of the following options:
  The target adds 4d6 radiant damage to its next successful
  spell or weapon attack.
  The target immediately gains 4d6 temporary hit points.
  The target immediately regains 4d6 hit points.
  Encore
  At 20th level, as a reaction when you are brought to
  consciousness from 0 hit points, you can immediately use
  Dance of Death, treating all successful attacks as automatic
  critical hits. In addition, rolling a 16 or higher on a death save
  automatically restores you to 1 hit point.
  CLASS | HARLEQUIN 1.3
  11
  
  Troupe of the Mourning
  Loss affects us all. Some can find meaning from personal
  suffering - some choose to wield it as a weapon. By harnessing
  their emotions, these harlequins can tap into the raw chaotic
  powers of Pandemonium to shape the very environment
  around them. Sadly, the fate of those who look for an end to
  their existence are always doomed to prolong it.
  Mourning Quirks
  d6 Quirk
  1 You often speak to those you've lost as if they were
  right next to you.
  2 Your skin is cold to the touch, despite being in perfect
  health.
  3 You rarely smile, often going months without changing
  expression or tone.
  4 You refuse to wear anything that isn't completely
  colored black.
  5 Your emotions occasionally gather into small rainclouds
  that hover just above your head.
  6 You often burst into tears for no apparent reason.
  Mourning Cantrips
  Starting at 2nd level, you can choose your secondary cantrips
  from the table below.
  Cantrip
  School
  Duration
  Save
  Dart of Dolor
  Necromancy
  Instantaneous
  ─
  Death in Chorus
  Enchantment
  Instantaneous
  Cha
  Gloom Shard
  Evocation
  Instantaneous
  Dex
  Grief
  Necromancy
  Instantaneous
  Wis
  Rain of Ashes
  Conjuration
  Conc. 1 minute
  Con
  Silent Word
  Enchantment
  1 round
  Cha
  Storm Crow
  Conjuration
  Instantaneous
  ─
  Widower
  Necromancy
  Instantaneous
  ─
  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
  a successful save. The sound of this feature can be heard up
  to 300 feet away.
  You can use this feature three times between rests. You
  regain all expended uses when you finish a short or long rest.
  Wounding Wail
  Beginning at 5th level, when you take damage as the result of
  an attack by a creature within 10 feet, the attacker instantly
  takes psychic damage equal to 1d10 + your Charisma
  modifier. Your Overwhelmed feature must be active.
  Love and Loss
  Beginning at 9th level, when an ally within visual range is
  reduced to 0 hit points, every creature of your choice within a
  10-foot-radius of you must make a Constitution saving throw
  against your spell save DC. On a failed save, a creature takes
  psychic damage equal to 6d10 + your Charisma modifier, or
  half as much on a successful save. Your Overwhelmed feature
  must be active.
  Once this feature has been used, you can't use it again until
  you finish a short or long rest.
  Heightened Emotions
  When you reach 13th level, the effective radius of
  Overwhelmed, Wounding Wail, and Love and Loss, is
  increased to 20 feet. Additionally, you can now use the
  Overwhelmed feature four times between rests.
  Cursed to Endure
  Upon reaching 13th level, while the irony is not lost on you, it
  seems that you are denied the peace you desire.
  Upon gaining this feature, you are cursed to age at a slower
  rate. For every 10 years that pass, your body ages only 1 year,
  and you are immune to being magically aged. This curse
  cannot be removed by anything short of a Wish spell.
  Purgatory
  At 20th level, you have accepted the fate of all who walk the
  path of the Mourning - near immortality.
  When you're reduced to 0 hit points, you instantly
  regenerate an amount of hit points equal to triple your
  Charisma modifier. Your Overwhelmed feature must be active,
  immediately ending when you use this feature.
  CLASS | HARLEQUIN 1.3
  12
  
  Troupe of the Red Dragon
  For harlequins consumed by their own rage, bent on the path
  to destruction, the Troupe of the Red Dragon serves to enable
  their innate cruelty. Drawing their powers from the Fire
  Elemental Plane, and stoking the flames with with the
  disposition of a Red Dragon, these performers become the
  mortal embodiment of the chromatic spirit of chaos.
  Red Dragon Quirks
  d6 Quirk
  1 The feeling of heat against your skin gives you euphoric
  pleasure.
  2 You have sudden and irrational bursts of anger.
  3 You loose your temper when performing for an
  ungrateful audience.
  4 You believe the best performances are always the most
  dangerous.
  5 You're entranced at the mere mention of dragons.
  6 You're nearly always on fire in some fashion.
  Red Dragon Cantrips
  Starting at 2nd level, you can choose your secondary cantrips
  from the table below.
  Cantrip
  School
  Duration
  Save
  Brass Arrow
  Conjuration
  Instantaneous
  ─
  Draconic Rune
  Abjuration
  Instantaneous
  Wis
  Fire Whip
  Evocation
  Instantaneous
  Dex
  Fist of the Efreeti
  Conjuration
  Instantaneous
  Str
  Hatred
  Necromancy
  Instantaneous
  Cha
  Molten Hammer
  Conjuration
  Instantaneous
  ─
  Terrifying Roar
  Enchantment
  1 round
  Wis
  Vulcan's Wrath
  Evocation
  Instantaneous
  Con
  Oil Supply
  Upon choosing this archetype at 2nd level, you begin to keep
  stock of the various oils needed to fuel your abilities. Your oil
  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.
  Different abilities have different charge costs, subtracting the
  specified amount from your total oil supply.
  Ignite Apparatus
  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
  martial weapons you have equipped, providing bright light in a
  20-foot-radius and dim light for an additional 20 feet.
  Attacking with an ignited weapon deals extra fire damage
  equal to your proficiency bonus. You have resistance to fire
  damage while your weapons are ignited.
  The fires go out after either 10 minutes pass or your
  weapons are doused, requiring you to later spend 1 minute
  cleaning your equipment and reapplying 2 charges of oil
  before you can use this feature again.
  Fire Dance
  Upon reaching 3rd level, you've learned to effectively
  incorporate your flaming weapons into your performance.
  When you use Dance of Death while your weapons are
  ignited, you can expend 4 charges of your oil supply to
  perform a fire dance. After determining the outcome of your
  attacks, all creatures in the line must make a Dexterity save
  against your spell save DC. On a failed save, a creature takes
  fire damage equal to your Harlequin level + your Charisma
  modifier, or half as much on a successful save.
  You can use this feature three times between rests. You
  regain all expended uses when you finish a short or long rest.
  Burning Breath
  Starting at 5th level, while your weapons are ignited, you can
  expend 6 charges charges of your oil supply a bonus action to
  exhale fire at a target within 30 feet of you. The target must
  make a Dexterity save against your spell save DC, taking 6d6
  fire damage on a failed save, or half as much damage on a
  successful save.
  You can use this feature three times between rests. You
  regain all expended uses when you finish a short or long rest.
  Greater Draconic Spellcasting
  Beginning at 9th level, while your weapons are ignited, and
  when you cast a cantrip that deals fire damage, you add your
  Charisma modifier to one fire damage roll of that cantrip
  against one of its targets.
  Red Dragon Flight
  Starting at 13th level, as an action while your weapons are
  ignited, you can choose to smash an oil flask at your feet,
  expending 20 charges of your oil supply. Two large fiery wings
  then sprout from your back, granting you a flying speed of 60
  feet for 10 minutes.
  Once this feature has been used, you can't use it again until
  you finish a short or long rest.
  Ancient Acrimony
  At 20th level, you have achieved true mastery with the flaming
  weapon, obtaining new offensive and defensive capabilities.
  You have immunity to fire damage while your weapons are
  ignited. Additionally, attacking with an ignited weapon deals
  an extra 12 fire damage, rather than your proficiency bonus.
  Additional Rules for Oil
  As an action, you can splash the oil in a flask onto a creature
  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
  object, treating the oil as an Improvised Weapon. On a hit, the
  target is covered in oil. If the target takes any fire damage
  before the oil dries (after 1 minute), the target takes an
  additional 5 fire damage from the burning oil.
  You can also pour a flask of oil on the ground to cover a 5-
  foot-square area, provided that the surface is level. If lit, the oil
  burns for 2 rounds and deals 5 fire damage to any creature that
  enters the area or ends its turn in the area. A creature can take
  this damage only once per turn.
  CLASS | HARLEQUIN 1.3
  13
  
  Troupe of the Silent One
  Some of the most infamous harlequins choose not to exist
  simply in one plane, but indeed several. Those who choose the
  chaos of Limbo are consequently imbued with many psionic
  traits, including the ability to envision and create physical
  objects out of "mind matter". These harlequins are referred to
  as the Silent Ones; creatures who have vowed never to utter a
  spoken word again, instead communicating through their
  innate telepathy.
  Silent One Quirks
  d6 Quirk
  1 You often imitate the movements of other creatures.
  2 You put a great deal of effort into the aesthetics of your
  invisible creations.
  3 You frequently walk into non-existant walls.
  4 Your entire body is devoid of all color, including any
  garments you may wear.
  5 You believe that you have the ability to read minds.
  6 You sometimes hear voices in your head, like
  broadcasts from other planes of reality.
  Silent One Cantrips
  Starting at 2nd level, you can choose your secondary cantrips
  from the table below.
  Cantrip
  School
  Duration
  Save
  Binary Blast
  Evocation
  Instantaneous
  ─
  Fun Box
  Conjuration
  Instantaneous
  Str
  Dead Weight
  Transmutation
  1 round
  Str
  Matter Mine
  Evocation
  Conc. 1 minute Dex
  Monochromatic Orb Enchantment
  Instantaneous
  Cha
  Silent Alarm
  Abjuration
  Instantaneous
  Int
  Sudden Anvil
  Conjuration
  Instantaneous
  ─
  Waining Wall
  Conjuration
  Instantaneous
  Str
  Psio-Mimist
  Upon choosing this archetype at 2nd level, you learn the
  Pantomime language if you don't know it already (see the
  Psuedonym). While communicating in Pantomime, you can
  choose any amount of creatures within 30 feet to
  automatically understand your intended meaning.
  Additionally, you' a're able to ignore the verbal component of
  harlequin cantrips and spells by using Pantomime.
  Creations of Limbo
  At 2nd level, you're able to conjure extradimensional matter
  and shape it into non-living objects for your own usage.
  As a bonus action, you can convert Discord points into Psi
  points, turning each Discord point you expend into 5 Psi
  points which last until you complete a short or long rest.
  As an action, you can expend Psi points to create an object
  of your choice from the appropriate creation tier. Creations
  are considered both invisible and magical, lasting for the given
  duration before disappearing. You can only have one created
  item in existence at any given time.
  Tier I Creations
  Requires 2nd level harlequin
  Item
  Psi Cost
  Duration
  Simple Weapon +1
  2
  8 hours
  Martial Weapon +1
  4
  1 hour
  Shield +1
  4
  1 hour
  Musical Instrument
  1
  8 hours
  Adventuring gear (5gp or less)
  1
  8 hours
  Tier II Creations
  Requires 9th level harlequin
  Item
  Psi Cost
  Duration
  Simple Weapon +2
  4
  1 hour
  Martial Weapon +2
  6
  10 minutes
  Shield +2
  6
  10 minutes
  Tier III Creations
  Requires 18th level harlequin
  Item
  Psi Cost
  Duration
  Simple Weapon +3
  8
  10 minutes
  Martial Weapon +3
  10
  1 minute
  Shield +3
  10
  1 minute
  Shatterpoint
  Upon reaching 3rd level, you're able to accurately predict the
  placement of your opponent's strikes. You can expend a Psi
  point on your turn to take the Dodge action as a bonus action.
  Noh
  Starting at 5th level, you're able to rapidly materialize cover
  for you and your allies. As a reaction, you can expend a Psi
  point to target a friendly creature within 30 feet with invisible
  cover. The target's Armor Class is increased by 2 until the
  beginning of your next turn or until the target moves.
  You can use this feature a number of times equal to your
  Charisma modifier (minimum of once). You regain all
  expended uses when you finish a long rest.
  Mind Matter
  Beginning at 9th level, you are able to bring a number of
  materials from the plane of Limbo into physical reality. You
  can expend 2 Psi points to cast the Creation spell without
  using a spell slot or material components, although any
  materials created using this spell are considered invisible.
  Charisma is your spellcasting ability for this spell.
  Sculptural Form
  Upon reaching 13th level, when you take the Dodge action on
  your turn, a creature attacking you with disadvantage must
  reroll one of the dice once and take the lower result.
  Material Mastery
  At 20th level, the use of your psionic abilities has become
  almost effortless. You no longer require Psi points for Tier I
  Creations of Limbo. In addition, you can have up to three
  created items in existence at any given time.
  CLASS | HARLEQUIN 1.3
  14
  
  Troupe of the Smiling One
  One of the oldest harlequin troupes known to still exist, the
  past of this mysterious group remains shrouded in the ancient
  histories of cloud giants. All has been lost to the creeping
  decay of madness that has infected this troupe. So when you
  find yourself stuck along an unpleasant trail of thought,
  heading for the places in your past where the screaming is
  unbearable, remember there's always madness.
  Smiling One Quirks
  d6 Quirk
  1 You don't consider someone a friend until you know
  exactly how to push their buttons.
  2 All means justify the ends, especially if there are no
  ends.
  3 You can create the most stunning art from corpses.
  4 You've faked your own death more times than you can
  count. You can also count pretty high.
  5 You make all of your own sound effects while fighting.
  6 You have acquired a collection of seemingly pointless
  props over a long career.
  Smiling One Cantrips
  Starting at 2nd level, you can choose your secondary cantrips
  from the table below.
  Cantrip
  School
  Duration
  Save
  Balloon Animals
  Conjuration
  Instantaneous
  ─
  Cannon Ball
  Conjuration
  Instantaneous
  Dex
  Dud
  Evocation
  Illusion
  Int
  Grip of Madness
  Enchantment
  Instantaneous
  Int
  Hammer Space
  Conjuration
  Instantaneous
  ─
  Infectious Smile
  Enchantment
  Instantaneous
  Con
  Punch Line
  Enchantment
  Conc. 1 round
  Int
  Rending Claws
  Transmutation
  Instantaneous
  ─
  Descent into Madness
  Upon selecting this archetype at 2nd level, failing an
  Intelligence or Wisdom save causes you to ascend a tier of
  madness, granting both benefits and accumulating penalties.
  Damage bonuses are replaced with each tier and don't stack.
  Completing a short or long rest resets you to Tier 0.
  Tier I. Your weapon attacks deal an extra +1 damage, and you
  now have disadvantage on Intelligence skill checks.
  Tier II. Your weapon attacks deal an extra +2 damage, and
  you now have disadvantage on Wisdom skill checks.
  Tier III. Your weapon attacks deal an extra +3 damage, and
  you now have disadvantage on Intelligence saves.
  Tier IV. Your weapon attacks deal an extra +4 damage, and
  you now have disadvantage on Wisdom saves.
  Tier V. Your weapon attacks deal an extra +5 damage, and
  you are now considered frightened of yourself.
  Treacherous Tinker
  Beginning at 3rd level, you are able to swiftly create and
  deploy a number of creative and cruel contraptions. You can
  use this feature three times between rests. You regain all
  expended uses when you finish a short or long rest.
  Immediately after moving as part of Dance of Death, you
  can use a bonus action to deploy a tinker's trap in an
  unoccupied space of your choosing within 5 feet of you. The
  trap occupies a 5-foot-square and is obscured from vision, only
  able to be spotted with a successful Wisdom (Perception)
  check against your spell save DC.
  When a tinker's trap is placed, select the type of trap from
  the options available below. If 10 minutes pass and a tinker's
  trap has not been triggered, or if a tinker's trap is activated
  when a creature or object moves into the space it occupies,
  the trap activates and is then rendered harmless.
  For the purposes of this feature, P represents your
  proficiency bonus.
  Bear trap. A creature must make a Dexterity save against
  your spell save DC. On a failed save, a creature takes Pd10
  piercing damage and is restrained until the end of its next
  turn, taking half as much damage on a successful save.
  Pie trap. A creature must make a Dexterity save against your
  spell save DC. On a failed save, a creature is blinded until until
  the end of its next turn.
  Spring trap. A creature must make a Dexterity save against
  your spell save DC. On a failed save, a creature is launched 10
  x P feet directly up into the air before falling.
  Gags and Gizmos
  Starting at 5th level, you gain access to an expanded list of
  tinker's traps which can be used with Treacherous Tinker.
  Explosive trap. All creatures in a 10-foot-radius must make a
  Dexterity save against your spell save DC. On a failed save, a
  creature takes Pd8 fire damage, or half as much on a
  successful save.
  Poison trap. A creature must make a Constitution save
  against your spell save DC. On a failed save, a creature takes
  Pd12 poison damage, or half as much on a successful save.
  Shocking trap. A creature must make a Constitution save
  against your spell save DC. On a failed save, a creature takes
  Pd6 lightning damage and becomes paralysed until the end of
  its next turn, taking half as much damage on a successful
  save.
  Psychopathic Assault
  Beginning at 9th level, you can target a creature with multiple
  weapon attacks using Dance of Death, rather than dividing
  your attacks between multiple targets.
  Unearthly Laughter
  From 13th level, you can expend a Discord point as a bonus
  action to immediately ascend or descend one tier of madness.
  One Bad Day
  At 20th level, you can use a bonus action once per long rest to
  automatically ascend to Tier V of madness, ignoring the
  effects of the frightened condition for 1 hour.
  CLASS | HARLEQUIN 1.3
  15
  
  Troupe of the Solitaire
  For harlequins who choose to take the path of the wanderer,
  the Solitaire walks the loneliest path of all. Masters of
  assassination, the Solitaire is not only able to step through
  into the Astral Plane, but also draw upon its chaotic energies.
  However, the fate of all those who linger in the void is to
  slowly disappear - lost to all known memory.
  Solitaire Quirks
  d6 Quirk
  1 You have been unable to dream since touching the
  void.
  2 You avoid standing out in open spaces whenever
  possible.
  3 You begin twitching whenever you're not holding your
  weapon.
  4 You become slightly translucent at random moments.
  5 You leave a playing card on the bodies of your
  assassination targets.
  6 You're prepared for your allies to betray you at any
  given moment.
  Solitaire Cantrips
  Starting at 2nd level, you can choose your secondary cantrips
  from the table below.
  Cantrip
  School
  Duration
  Save
  Antimatter
  Transmutation
  Instantaneous
  ─
  Breach
  Evocation
  Instantaneous
  Dex
  Last Confession
  Enchantment
  1 round
  Wis
  Paradise Lost
  Transmutation
  Instantaneous
  Wis
  Star Spawn Edge
  Conjuration
  Instantaneous
  ─
  Time Jolt
  Transmutation
  1 round
  Con
  Translucency
  Abjuration
  Instantaneous
  ─
  Void Step
  Conjuration
  Instantaneous
  Cha
  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
  space, you are moved back to the point of entry.
  Reaper
  Upon reaching 5th level, as a free action on your turn, you can
  make a weapon attack against a creature that is currently a
  target of a deathmark.
  Astral Tether
  Beginning at 9th level, you are able to briefly step out of
  physical reality. You can cast the Dimension Door spell
  without using a spell slot or material components. Charisma
  is your spellcasting ability for these spells.
  After you cast a spell twice in this way, you can't use this
  feature again until you finish a short or long rest.
  Assassin's Solitude
  At 13th level, you have managed to locate and gain access to a
  demiplane or pocket dimension for your own personal usage.
  You can spend the period of 1 minute opening up a 10-foot-
  diameter portal into your own pocket dimension, shining a
  dim, purple light visible to other creatures. The portal remains
  in place for 24 hours, or until you close it as an action. A
  creature can enter and return from the pocket dimension
  while the portal remains open, although any creature still
  within the pocket dimension when the portal closes is sealed
  inside until the portal is reopened again.
  Upon gaining this feature, can choose the specific biome
  found within the pocket dimension, otherwise it will default to
  a lifeless cave. The pocket dimension is represented by an
  800 foot cube. Appearing beyond the pocket dimension's
  boundaries will result in being killed instantly by the void.
  Once this feature has been used, you can't use it again until
  you finish a long rest.
  Faded
  At 20th level, your body has lost much of its original structural
  integrity from repeated exposure to the astral plane, but not
  without its own reward.
  You are resistant to all damage dealt by the target of your
  deathmark. If the initial target is reduced to 0 hit points before
  1 minute passes, the DM can choose to select another target
  for the remaining duration.
  CLASS | HARLEQUIN 1.3
  16
  
  Troupe of the Splitting Image
  A harlequin of the Splitting Image is able to assume many
  faces over many lifetimes, all but forgetting who they once
  were. If you lose a loved one mysteriously, if they disappear
  without a trace, don't be surprised if you see their face
  walking towards you on the street one day. They do not
  remember you.
  Splitting Image Quirks
  d6 Quirk
  1 You frequently spend your wealth on fine quality outfits.
  2 You find yourself captivated by your own reflection.
  3 You keep a little black book that contains various
  damaging secrets of high profile individuals.
  4 You often create a brand new character to role play
  each day.
  5 You are unable to take any form of criticism, no matter
  the context.
  6 You believe in killing with kindness in its most literal
  interpretation.
  Splitting Image Cantrips
  Starting at 2nd level, you can choose your secondary cantrips
  from the table below.
  Cantrip
  School
  Duration
  Save
  Blood Boil
  Transmutation
  Instantaneous
  Con
  Blood Crystal
  Conjuration
  Instantaneous
  ─
  Chaos Ladder
  Enchantment
  Conc. 1 round +
  Int
  Duplicitous
  Evocation
  Instantaneous
  ─
  Lingering Kiss
  Necromancy
  Conc. 1 round
  Dex
  Mirroring
  Illusion
  Conc. 1 round
  Int
  Spectral Slash
  Evocation
  Instantaneous
  ─
  Volted Veil
  Abjuration
  1 round
  Dex
  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
  able to sow the seeds of doubt.
  As a bonus action, you can select a creature within 15 feet
  and force them to make an Insight (Wisdom) check against
  your Charisma (Deception) check. On a failure, a creature has
  disadvantage on its next attack roll before the beginning of
  your next turn.
  Fatal Façade
  Starting at 5th level, you are able to preemptively assume a
  variety of identities, only revealing the truth at the last
  possible moment.
  As a reaction, when a creature targets you with an attack,
  you can switch locations with a different creature of your
  choice within 15 feet. You are immediately moved to the
  creature's location, while the chosen creature appears at your
  original location, becoming the new target of the attack. The
  creature you choose must have a size category of either
  Medium or Small.
  You can use this feature three times between rests. You
  regain all expended uses when you finish a short or long rest.
  Keeper of Secrets
  At 9th level, you've since investigated the various colors of
  harlequin in existence, assessing their various abilities, and
  adapting them to your own usage. Choose two secondary
  cantrips from any harlequin troupe, excluding this one. For
  the purposes of the Discord feature, these secondary cantrips
  count as Splitting Image cantrips.
  You learn two additional cantrips from any secondary
  troupe list at 18th level.
  Enigmatic
  Upon reaching 13th level, you add your Charisma modifier to
  your initiative, in addition to your Dexterity modifier.
  Endgame
  At 20th level, you've mastered the art of the great game. Even
  as a battle commences, all the necessary pieces are already in
  motion. At the beginning of combat, but before initiative has
  been rolled, you can select up to four creatures within visual
  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
  Aerosaltant Cantrips
  Cold Shoulder
  Evocation cantrip
  Casting Time: 1 action
  Range: 10 feet
  Components: V, S
  Duration: Instantaneous
  You brush off a wave of freezing cold sleet, forcing a creature
  within range to pass a Charisma save. On a failed save, the
  target takes 1d8 cold damage, suffering an additional 1d8 cold
  damage if the target makes a successful melee attack against
  you before the beginning of your next turn.
  The additional cold damage increases by 1d8 when you
  reach 5th, 11th, and 17th level.
  Flaming Hoop
  Conjuration cantrip
  Casting Time: 1 action
  Range: 5 feet
  Components: V, S
  Duration: Instantaneous
  You conjure forth a ring of fire to spin around your hips,
  forcing all creatures within range to make a Dexterity save.
  On a failed save, a creature takes 1d6 fire damage.
  The damage increases by one die when you reach 5th, 11th,
  and 17th level.
  Gentle Nudge
  Evocation cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: S
  Duration: Instantaneous
  You direct a subtle push towards a creature within range,
  forcing them to pass a Strength save. On a failed save, the
  target is pushed 5 feet directly away from you and
  immediately falls prone.
  The distance you push a creature increases by 5 feet when
  you reach 5th, 11th, and 17th level.
  Illusionary Rope
  Illusion cantrip
  Casting Time: 1 action
  Range: 15 feet
  Components: V, S, M (A strip of flax)
  Duration: Instantaneous
  You create the illusion of a lasso pulsing with energy, forcing a
  creature within range to pass a Intelligence save. On a failed
  save, a creature takes 1d10 lightning damage and believes it is
  grappled until the end of your next turn. If a creature attempts
  to escape the grapple, it automatically succeeds upon
  discovering the illusion.
  The damage increases by one die when you reach 5th, 11th,
  and 17th level.
  Minor Reduction
  Transmutation cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (A lump of silver worth 10gp)
  Duration: 1 round or until a successful attack
  You unleash a wave of reality warping energies at a creature
  within range, forcing them to pass a Constitution save. On a
  failed save, the target's size and weight is halved for the
  duration or until the target makes a successful attack against
  a creature. This reduction decreases its size by one category.
  The target's weapons also shrink to match its new size. While
  these weapons are reduced, the target's first successful attack
  with them deal 1d4 less damage (this can't reduce the damage
  below 1).
  The damage reduction increases by one die when you reach
  5th, 11th, and 17th level.
  Prismatic Ribbon
  Evocation cantrip
  Casting Time: 1 action
  Range: 5 feet
  Components: V, S
  Duration: Instantaneous
  You create a beautiful multi-colored streak of destructive
  liquid, making a melee spell attack. The target takes either
  1d10 acid or poison damage (your choice). If the target is
  resistant to the damage type you choose, add an additional
  1d10 to the total damage.
  The initial damage increases by one die when you reach
  5th, 11th, and 17th level.
  Swoop
  Evocation cantrip
  Casting Time: 1 action
  Range: 5 feet
  Components: V, S
  Duration: Instantaneous
  You rush forward with a burst of inhuman speed, forcing a
  creature within range to pass a Constitution save. On a failed
  save, the target takes 1d6 force damage and is considered
  stunned until the beginning of its next turn. After resolving the
  damage, you can move up to 5 feet in any direction without
  triggering attacks of opportunity.
  The damage increases by one die when you reach 5th, 11th,
  and 17th level.
  Thunderous Applause
  Transmutation cantrip
  Casting Time: 1 action
  Range: 5 feet
  Components: V, S
  Duration: Instantaneous
  You create a deafening wave of applause, forcing all creatures
  within range to pass a Constitution save. On a failed save, a
  target takes 1d4 thunder damage and is deafened 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
  18
  
  Celestial Choir Cantrips
  Angelic Dive
  Conjuration cantrip
  Casting Time: 1 action
  Range: 5 feet
  Components: V, S
  Duration: Instantaneous
  You leap into the air on wings of light and land with a massive
  shock wave. You can launch yourself 10 feet directly into the
  air before landing, taking no fall damage from this height.
  Each creature within range when you land, other than you,
  must succeed on a Dexterity save or take force damage equal
  to the fall damage you would have taken from this cantrip.
  The height you can launch yourself increases by 10 feet
  when you reach 5th, 11th, and 17th level.
  Cloud Break
  Abjuration cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: 1 round
  You call a beam of light to impair the sight of a creature within
  range, forcing it to pass a pass a Constitution save or take 1d6
  radiant damage. If the target makes an attack roll against you
  before the duration ends, they're considered blinded for the
  remainder of their turn.
  The damage increases by one die when you reach 5th, 11th,
  and 17th level.
  Divine Chorus
  Enchantment cantrip
  Casting Time: 1 action
  Range: 45 feet
  Components: V, S, M (An unstrung bow)
  Duration: Conc. 1 round
  Your song quells aggressive and harmful thoughts, forcing a
  creature within range to pass a Wisdom save. On a failed
  save, the next time the target deals damage to a creature
  before the duration ends, the damage total is reduced by 1d6.
  The damage reduction increases by one die when you reach
  5th, 11th, and 17th level.
  Greater Light
  Evocation cantrip
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (A dew drop)
  Duration: Conc. 1 minute
  You touch a creature or object with a drop of pure divine
  energy, causing it to shine bright light of a color you choose in
  a 30-foot radius and dim light for an additional 30 feet. Upon
  first contact with the drop, a creature must pass a
  Constitution save or take 1d10 radiant damage.
  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.
  Harp Strings
  Enchantment cantrip
  Casting Time: 1 action
  Range: 15 feet
  Components: V, S, M (A goose feather)
  Duration: Conc. 1 round
  You play a series of chords on a shimmering ethereal harp,
  forcing a creature within range to pass a Wisdom save.
  Choose one of the effects below:
  The target takes 1d4 psychic damage and has -1d4 on its
  next attack roll before the duration ends.
  The target is considered charmed by you until the end of
  its next turn, able to use a reaction to immediately end the
  effect on itself.
  The target is considered frightened of you until the end of
  its next turn, able to use a reaction to immediately end the
  effect on itself.
  Ocean Tears
  Conjuration cantrip
  Casting Time: 1 action
  Range: 45 feet
  Components: V, S
  Duration: Instantaneous
  You release a torrent of freezing cold saline water at a
  creature within range, making a ranged spell attack. The
  target takes 1d8 cold damage on a hit, soaking the target in a
  gallon of salt water that remains after the spell has been cast.
  The damage increases by one die when you reach 5th, 11th,
  and 17th level.
  Prismatic Hand
  Illusion cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (Crystal shards)
  Duration: Instantaneous
  An array of vibrant colors spread from your open hand, forcing
  a creature within range to pass an Intelligence save or take
  1d8 psychic damage. A creature with darkvision temporarily
  loses it until the end of its next turn.
  The damage increases by one die when you reach 5th, 11th,
  and 17th level.
  Purifying Flame
  Evocation cantrip
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
  You cast a ball of white hot fire at a creature within range,
  making a ranged spell attack dealing fire damage. If the target
  is evil aligned, the damage die is 1d10; otherwise, it's 1d8.
  The damage increases by one die when you reach 5th, 11th,
  and 17th level.
  CLASS | HARLEQUIN 1.3
  19
  
  Cloud Dancer Cantrips
  Astral Glass
  Transmutation cantrip
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Instantaneous
  You shatter small fragments of reality to hurl at a creature or
  object, making a ranged spell attack. The target takes 2d4
  slashing damage on a hit.
  The damage increases by two dice when you reach 5th,
  11th, and 17th level.
  Black Breath
  Necromancy cantrip
  Casting Time: 1 action
  Range: 10 feet
  Components: V
  Duration: Instantaneous
  You release a cloud of vile smoke at a creature, forcing it to
  pass a Constitution save or take 1d6 necrotic damage. The
  target has disadvantage on Wisdom (Perception) checks until
  the end of your next turn.
  The damage increases by one die when you reach 5th, 11th,
  and 17th level.
  Blistering Wind
  Evocation cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (Fresh embers)
  Duration: Instantaneous
  You launch a heated blast of air at a creature, making a ranged
  spell attack with fire damage. If the target is unarmored, the
  damage die is 1d12; otherwise, it's 1d8.
  The damage increases by one die when you reach 5th, 11th,
  and 17th level.
  Cold Snap
  Evocation cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  You release a wave of freezing cold air at a creature, forcing it
  to pass a Strength save or take 1d10 cold damage. A target
  that is either wet or frozen takes half damage on a success.
  The damage increases by one die when you reach 5th, 11th,
  and 17th level.
  Puff of Purple
  Conjuration cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (A crushed beetle)
  Duration: Instantaneous
  You release a gust of noxious purple fumes, forcing a creature
  to pass a Constitution save or take 1d8 poison damage. A
  target has disadvantage on Strength saving throws until the
  end of your next turn.
  The damage increases by one die when you reach 5th, 11th,
  and 17th level.
  Sky Fall
  Evocation cantrip
  Casting Time: 1 action
  Range: 45 feet
  Components: V, M (Small acorn)
  Duration: Instantaneous
  You drop a cube of solid sky onto a Medium or smaller
  creature or object, forcing it to pass a Strength save or take
  1d6 force damage and fall prone.
  The damage increases by one die when you reach 5th, 11th,
  and 17th level.
  Updraft
  Evocation cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  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
  feet in the air before dropping. A target that weighs more than
  350lbs automatically passes.
  The height a creature is lifted increases by 10 feet, and the
  maximum weight of the target increases by 50lbs when you
  reach 5th, 11th, and 17th level.
  Vacuum
  Transmutation cantrip
  Casting Time: 1 action
  Range: 10 feet
  Components: V, S
  Duration: Instantaneous
  You draw the air out of a creature's lungs, forcing it to pass a
  Constitution save. A creature that doesn't require air to
  breathe automatically passes. On a failed save, the target
  takes 1d12 psychic damage and cannot speak or use verbal
  components 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
  20
  
  Faerie Theatre Cantrips
  Crimson Mist
  Conjuration cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (A pinch of paprika)
  Duration: Instantaneous
  You conjure a cloud of mist around a creature, mixing it into
  their blood stream, and forcing it to pass a Constitution save.
  The target can choose to either take 1d10 poison damage, or
  use their reaction to force a creature within 5 feet to take the
  damage instead.
  The damage increases by one die when you reach 5th, 11th,
  and 17th level.
  Epic Poem
  Enchantment cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V, M (A book worth 50gp)
  Duration: Conc. 1 round
  You overwhelm a creature with the weight of your tale, forcing
  it to pass a Wisdom save. On a failed save, the target is
  considered deafened until the end of your next turn. A
  creature that is immune to charm effects automatically
  passes.
  The cantrip duration increases by one round when you
  reach 5th, 11th, and 17th level.
  Fey Flight
  Transmutation cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  You release a pulse of sparkling light at a creature, forcing it to
  pass a Charisma save. On a failed save, the target takes 1d6
  psychic damage, and you can immediately move a flying speed
  of 15 feet in any direction without expending your movement.
  The damage increases by one die when you reach 5th, 11th,
  and 17th level.
  Glimmer Glaive
  Conjuration cantrip
  Casting Time: 1 action
  Range: 5 feet
  Components: V, S, M (Broken weapon handle)
  Duration: Instantaneous
  You summon a glaive of shimmering fey energy to slash at a
  creature, making a melee spell attack with force damage. If
  the creature is considered charmed, the damage die is 1d12;
  otherwise, it's 1d8. Damage from this cantrip doesn't break
  charm effects or trigger saving throws against charm effects.
  The damage increases by one die when you reach 5th, 11th,
  and 17th level.
  Dusklight
  Evocation cantrip
  Casting Time: 1 action
  Range: 5 feet
  Components: V, S
  Duration: Conc. Up to 1 minute
  You place a drop of the Feywild's essence onto a creature,
  forcing it to pass a Dexterity save or take 1d6 fire damage. For
  the duration, the target takes an extra 2 fire damage from
  spell attacks, illuminating a 10-foot radius with dim light.
  The extra damage increases by 2 when you reach 5th, 11th,
  and 17th level.
  Melodrama
  Enchantment cantrip
  Casting Time: 1 action
  Range: 60 feet
  Components: S
  Duration: Instantaneous
  You attempt to trick your opponents with a well placed strike
  against a creature within range, forcing it to pass a Wisdom
  save or take 1d8 bludgeoning, slashing, or piercing damage
  (your choice). The target assumes that the creature nearest to
  it is responsible for the attack.
  The target can also attempt to resist any charm effects that
  would end as a result of the target taking damage from the
  assumed creature.
  The damage increases by one die when you reach 5th, 11th,
  and 17th level.
  Rose Petals
  Abjuration cantrip
  Casting Time: 1 action
  Range: 60 feet
  Components: S, M (A pressed flower/leaf)
  Duration: 1 round
  You create a cloud of rose petals with a rather foreign
  fragrance, targeting a creature with a ranged spell attack. The
  target takes 1d4 slashing damage on a hit. Whenever you roll
  4 on the damage die, you gain an extra 4 temporary hit points
  that last for the duration.
  The damage increases by one die when you reach 5th, 11th,
  and 17th level.
  Transfix
  Illusion cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Conc. 1 round
  You harass a creature with bright flashes and images, forcing
  it to pass a Wisdom save. On a failed save, the target's
  movement speed is halved for the duration, or until it takes
  damage.
  The duration increases by 1 round when you reach 5th,
  11th, and 17th level.
  CLASS | HARLEQUIN 1.3
  21
  
  Mourning Cantrips
  Dart of Dolor
  Necromancy cantrip
  Casting Time: 1 action
  Range: 150 feet
  Components: V, S
  Duration: Instantaneous
  You launch a solidified black dart at a creature or object,
  making a ranged spell attack. The target takes necrotic
  damage equal to double their own Charisma modifier
  (minimum of 2).
  The damage increases by an additional 4 when you reach
  5th, 11th, and 17th level.
  Death in Chorus
  Enchantment cantrip
  Casting Time: 1 action
  Range: 60 feet
  Components: V
  Duration: Instantaneous
  You sing a song tinged with sadness and sorrow, forcing a
  creature within range to pass a Wisdom save or take psychic
  damage. If the target is able to use a reaction to cover their
  ears, the damage die is 1d8; otherwise, it's 1d12.
  The damage increases by one die when you reach 5th, 11th,
  and 17th level.
  Gloom Shard
  Evocation cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  You solidify your despair into black obsidian, making a ranged
  spell attack. The target takes 1d4 bludgeoning damage and
  1d4 slashing damage on a hit. This cantrip ignores
  disadvantage caused by attacking a creature within 5 feet with
  a ranged spell attack.
  The damage increases by 1d4 bludgeoning and 1d4
  slashing when you reach 5th, 11th, and 17th level.
  Grief
  Necromancy cantrip
  Casting Time: 1 action
  Range: 5 feet
  Components: V, S
  Duration: Instantaneous
  You unleash your anguish in the form of a large pulse, forcing
  every creature in range to pass a Charisma save. On a failed
  save, a target takes 1d8 necrotic damage, or 1d12 if the target
  has temporary hit points.
  The damage increases by one die when you reach 5th, 11th,
  and 17th level.
  Rain of Ashes
  Conjuration cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: S, M (Volcanic rock)
  Duration: Conc. 1 minute
  You create a cloud of harmful toxic ash above a creature,
  forcing them to pass a Constitution save or suffer 1d4 poison
  damage. On a failed save, the target cannot take reactions for
  the duration, able to repeat the saving throw at the end of
  each turn, ending the effect on a success.
  The damage increases by one die when you reach 5th, 11th,
  and 17th level.
  Silent Word
  Enchantment cantrip
  Casting Time: 1 action
  Range: 5 feet
  Components: V
  Duration: 1 round
  You whisper nonsensical gibberish at a creature, which it
  interprets as an unknown secret, forcing it to pass a Wisdom
  save. On a failed save, the target is considered frightened of
  you for the duration, or until your deception is revealed.
  The cantrip duration increases by one round when you
  reach 5th, 11th, and 17th level.
  Storm Crow
  Conjuration cantrip
  Casting Time: 1 action
  Range: 60 feet
  Components: V, M (Bird seed)
  Duration: Instantaneous
  You conjure a black crow from the Shadowfell to bring an
  unnatural storm, making a ranged spell attack. The target
  takes 1d10 lightning damage on a hit.
  The attack ignores half and three-quarters cover, provided
  the target is visible from a birds eye view.
  The damage increases by one die when you reach 5th, 11th,
  and 17th level.
  Widower
  Necromancy cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  You cast a bolt of black, life-draining energy towards a
  creature, making a ranged spell attack. The target takes 1d6
  necrotic damage on a hit, converting half the total necrotic
  damage dealt into temporary hit points for you or a conscious
  creature within 5 feet. These temporary hit points last until
  the beginning of your next turn.
  The damage increases by one die when you reach 5th, 11th,
  and 17th level.
  CLASS | HARLEQUIN 1.3
  22
  
  Red Dragon Cantrips
  Brass Arrow
  Conjuration cantrip
  Casting Time: 1 action
  Range: 150 feet
  Components: V, S, M (A bow string)
  Duration: Instantaneous
  You conjure and launch a brass arrow, almost the length and
  size of a spear, making a ranged spell attack against a target
  within range. The target takes 1d10 piercing damage on a hit.
  The arrow itself glows with a bright light in a 10-foot-radius
  and dim light for an additional 10 feet until the end of your
  next turn.
  The damage increases by one die when you reach 5th, 11th,
  and 17th level.
  Draconic Rune
  Abjuration cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  You draw a protective rune to shield yourself from harmful
  spells, forcing a creature within range to pass a Wisdom save.
  On a failed save, the target takes 1d6 lightning damage and
  cannot target you with a ranged spell attack before the end of
  its next turn.
  The damage increases by one die when you reach 5th, 11th,
  and 17th level.
  Fire Whip
  Evocation cantrip
  Casting Time: 1 action
  Range: 15 feet
  Components: S
  Duration: Instantaneous
  You evoke a flaming tendril to lash out at your enemies,
  forcing a creature within range to pass a Dexterity save or
  take 2d6 fire damage.
  The damage increases by one die when you reach 5th, 11th,
  and 17th level.
  Fist of the Efreeti
  Conjuration cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (A flask or lamp)
  Duration: Instantaneous
  You open a miniature portal to the Elemental Plane of Fire,
  conjuring forth a large red hand. A creature within range must
  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.
  Hatred
  Necromancy cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  You overwhelm a creature with empowered, aggressive
  emotion, sapping them of their spirit and forcing them to pass
  a Charisma save. A target takes 1d4 necrotic damage and has
  disadvantage on its next Wisdom saving throw before the end
  of your next turn.
  The damage increases by one die when you reach 5th, 11th,
  and 17th level.
  Molten Hammer
  Conjuration cantrip
  Casting Time: 1 action
  Range: 5 feet
  Components: V, S, M (A lump of iron)
  Duration: Instantaneous
  You manifest a burning hammer wrought of molten iron,
  making a melee spell attack. The target takes 1d8
  bludgeoning damage and 1d4 fire damage on a hit.
  The fire damage increases by one die when you reach 5th,
  11th, and 17th level.
  Terrifying Roar
  Enchantment cantrip
  Casting Time: 1 action
  Range: 5 feet
  Components: V
  Duration: 1 round
  You let forth a horrible, guttural roar, forcing a creature within
  range to succeed on a Wisdom saving throw or be frightened
  of you until the beginning of your next turn.
  Vulcan's Wrath
  Evocation cantrip
  Casting Time: 1 action
  Range: 5 feet
  Components: V, S
  Duration: Instantaneous
  You slam your fist into the ground, causing a number of
  burning fissures to open up around you. Each creature within
  range, other than you, must succeed on a Constitution saving
  throw or take 1d6 fire damage.
  Alternatively, you can choose to have the fissures release a
  cloud of toxic gas, changing the damage type to poison.
  The damage increases by one die when you reach 5th, 11th,
  and 17th level.
  CLASS | HARLEQUIN 1.3
  23
  
  Silent One Cantrips
  Binary Blast
  Evocation cantrip
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
  You launch two orbs of spiraling black and white light, making
  a ranged spell attack against a creature within range. On a
  successful hit, the target takes 1d4 necrotic damage and 1d4
  radiant damage.
  The necrotic and radiant damage both increase by one die
  when you reach 5th, 11th, and 17th level.
  Fun Box
  Conjuration cantrip
  Casting Time: 1 action
  Range: 15 feet
  Components: V, S
  Duration: Instantaneous
  You create an invisible container around a creature within
  range, forcing them to pass a Strength save. On a failed save,
  the target takes 1d4 force damage and is considered
  restrained until the beginning of their next turn, or until
  forcefully moved from their current location.
  The damage increases by one die when you reach 5th, 11th,
  and 17th level.
  Dead Weight
  Transmutation cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: 1 round
  You increase the density of a target within range, forcing it to
  pass a Strength save. On a failed save, a creature's total
  equipment weight is increased by 100lbs for the duration. A
  non-equipped item takes no damage, but its weight is
  automatically increased.
  The additional weight increases by 50lbs, when you reach
  5th, 11th, and 17th level.
  Matter Mine
  Evocation cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (A polished stone)
  Duration: Conc. 1 minute
  You fill a small stone with raw psionic energy before hurling it
  towards a point within range, forcing all creatures within 5
  feet of the target to pass a Dexterity save. On a failed save, a
  target takes 1d6 thunder damage.
  The stone remains in place and cannot be moved, turning
  the area within a 5-foot-radius into difficult terrain for the
  duration or until you lose concentration.
  The damage increases by one die when you reach 5th, 11th,
  and 17th level.
  Monochromatic Orb
  Enchantment cantrip
  Casting Time: 1 action
  Range: 15 feet
  Components: V, S, M (A crystal/gem worth 50gp)
  Duration: Instantaneous
  You pour both positive and negative psionic energies through
  a focusing lens, forcing a creature within range to pass a
  Charisma save. On a failed save, the target takes 1d6 radiant
  or necrotic damage (your choice).
  A creature that takes necrotic damage has disadvantage on
  its next attack roll against you. A creature that takes radiant
  damage has disadvantage on its next attack roll if you are not
  the target. Both effects last until triggered or until the end of
  the target's next turn.
  The damage increases by one die when you reach 5th, 11th,
  and 17th level.
  Silent Alarm
  Abjuration cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V
  Duration: Instantaneous
  You overwhelm a creature's senses with a psionic feedback,
  forcing them to pass an Intelligence saving throw. On a failed
  save, the target takes 1d10 psychic damage, and treats the
  next creature it targets with an attack roll as having half cover.
  Only the target creature can hear this alarm.
  The damage increases by one die when you reach 5th, 11th,
  and 17th level.
  Sudden Anvil
  Conjuration cantrip
  Casting Time: 1 action
  Range: 10 feet
  Components: V, S
  Duration: Instantaneous
  You conjure forth an invisible weight to drop on a creature
  within range, making a ranged spell attack. On a successful
  hit, the target takes 1d12 bludgeoning damage. The target
  gains no benefit from taking the dodge action or from being
  prone for the purposes of this attack roll.
  The damage increases by one die when you reach 5th, 11th,
  and 17th level.
  Waining Walls
  Conjuration cantrip
  Casting Time: 1 action
  Range: 5 feet
  Components: S, M (A hammer)
  Duration: Instantaneous
  You create an invisible box around yourself, pushing each side
  down in a controlled descent. Choose up to four creatures
  within range, forcing them to pass a Strength saving throw.
  On a failed save, a creature takes 1d6 force damage and is
  moved 5 feet directly away from you.
  The damage increases by one die when you reach 5th, 11th,
  and 17th level.
  CLASS | HARLEQUIN 1.3
  24
  
  Smiling One Cantrips
  Balloon Animals
  Conjuration cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (An animal organ)
  Duration: Instantaneous
  You create a balloon and bend it into the shape of an animal,
  tossing it with a ranged spell attack at a creature within range.
  On a successful hit, the target takes 1d6 force damage as the
  balloon pops. If the target is concentrating on a spell, it makes
  its next Constitution save with disadvantage.
  The damage increases by one die when you reach 5th, 11th,
  and 17th level.
  Cannon Ball
  Transmutation cantrip
  Casting Time: 1 action
  Range: 10 feet
  Components: V, S
  Duration: Instantaneous
  You leap into the air before slamming into the ground with a
  massive impact. You can launch yourself 10 feet directly into
  the air before landing, taking no fall damage from this height.
  Each creature within range when you land, other than you,
  must succeed on a Dexterity save or take 1d4 thunder
  damage.
  The damage increases by one die when you reach 5th, 11th,
  and 17th level.
  Dud
  Illusion cantrip
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (A ranged/thrown weapon)
  Duration: Instantaneous
  You appear to make a ranged attack towards a creature within
  range, although the ammunition has been replaced with a
  harmless magical gag and no attack roll is needed. The target
  is instead forced to pass an Intelligence save. On a failed save,
  the target takes 1d6 psychic damage and is unable to take
  reactions until the beginning of its next turn.
  The damage increases by one die when you reach 5th, 11th,
  and 17th level.
  Grip of Madness
  Enchantment cantrip
  Casting Time: 1 action
  Range: 100 feet
  Components: S
  Duration: Instantaneous
  You reach out and assault a creature's mind with harmful
  images and visions, forcing them to pass an Intelligence save.
  On a failed save, the target takes 1d10 psychic damage. A
  creature that is immune to being frightened takes no damage.
  The damage increases by one die when you reach 5th, 11th,
  and 17th level.
  Hammer Space
  Conjuration cantrip
  Casting Time: 1 action
  Range: 5 feet
  Components: V, S, M (A bag/backpack)
  Duration: Instantaneous
  You reach into the void and remove a large bludgeoning
  instrument, striking a target within range with a melee spell
  attack. On a successful hit, the target takes 1d12 bludgeoning
  damage. After resolving the damage, the item immediately
  disappears.
  The damage increases by one die when you reach 5th, 11th,
  and 17th level.
  Infectious Smile
  Enchantment cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (A flower)
  Duration: Instantaneous
  You spray a toxic formula that causes faces to bend into a long
  and ghastly smile, forcing a creature within range to pass a
  Constitution save. On a failed save, the target takes 1d8
  poison damage and has disadvantage on their next
  Intelligence saving throw before the beginning of their next
  turn.
  The damage increases by one die when you reach 5th, 11th,
  and 17th level.
  Punch Line
  Enchantment cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V, M (Cue cards)
  Duration: Conc. 1 round
  You make a quick verbal jab at a creature that can hear you,
  forcing them to pass an Intelligence save. On a failed save, the
  target takes 1d4 bludgeoning damage and has -1d4 to ability
  skill checks for the duration.
  The damage increases by one die when you reach 5th, 11th,
  and 17th level.
  Rending Claws
  Transmutation cantrip
  Casting Time: 1 action
  Range: 5 feet
  Components: S
  Duration: Instantaneous
  You sprout claws of bone from your hands, targeting a
  creature with a melee spell attack. On a successful hit, the
  targets takes 2d6 slashing damage. If the target is carrying a
  shield, you gain +2 to the attack roll.
  The damage increases by one die when you reach 5th, 11th,
  and 17th level.
  CLASS | HARLEQUIN 1.3
  25
  
  Solitaire Cantrips
  Antimatter
  Transmutation cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  You manifest a bead of black energy no bigger than a droplet,
  making a ranged spell attack against a creature within range.
  A Small or smaller sized creature takes 1d6 force damage, a
  Medium sized creature takes 1d8 force damage, a Large sized
  creature takes 1d10 force damage, and a Huge or larger sized
  creature takes 1d12 force damage.
  The damage increases by an extra die when you reach 5th,
  11th, and 17th level.
  Breach
  Evocation cantrip
  Casting Time: 1 action
  Range: 90 feet
  Components: S
  Duration: Instantaneous
  You open up a small crack in reality, allowing chaotic energies
  to arc towards a creature within range, forcing it to pass a
  Dexterity save. On a failed save, the target takes 1d8 lightning
  or thunder damage (your choice). A creature that has cast a
  spell in the last turn takes 1d12 damage instead.
  The damage increases by one die when you reach 5th, 11th,
  and 17th level.
  Last Confession
  Enchantment cantrip
  Casting Time: 1 action
  Range: 45 feet
  Components: S, M (An eagle feather)
  Duration: 1 round
  You compel a creature to reveal one last secret upon its death,
  forcing it to make a Wisdom save. On a failed save, if the
  target drops to 0 hit points before the duration ends, it stays
  alive just long enough to reveal one last truthful statement to
  the nearest creature. The information must be of significant
  value to the target. Upon doing so, the target either falls
  unconscious or dies.
  The cantrip duration increases by one round when you
  reach 5th, 11th, and 17th level.
  Paradise Lost
  Transmutation cantrip
  Casting Time: 1 action
  Range: 60 feet
  Components: S, M (A silk pouch)
  Duration: Instantaneous
  You release the maddening winds of Pandemonium at a
  creature, forcing it to pass a Wisdom save or take 1d8 psychic
  damage. A target with a Wisdom ability score of 10 or lower
  takes 1d12 damage instead.
  The damage increases by one die when you reach 5th, 11th,
  and 17th level.
  Star Spawn Edge
  Conjuration cantrip
  Casting Time: 1 action
  Range: 5 feet
  Components: S
  Duration: Instantaneous
  You manifest a dark, writhing blade from beyond known
  existence, making a melee spell attack. The target takes 1d12
  necrotic damage on a hit. Alternatively, you can forgo rolling
  damage entirely, instead dealing 7 necrotic damage per
  damage die.
  The damage increases by one die when you reach 5th, 11th,
  and 17th level.
  Time Jolt
  Transmutation cantrip
  Casting Time: 1 action
  Range: 60 feet
  Components: S, M (A dagger sprinkled with sand)
  Duration: 1 round
  You cast of bolt of energy that seems to warp the passage of
  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
  Disengage action before the duration ends, the creature's
  movement speed is reduced to 0 until the end of it's current
  turn.
  The damage increases by one die when you reach 5th, 11th,
  and 17th level.
  Translucency
  Abjuration cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: S
  Duration: Instantaneous
  You transfer some of your matter into the form of a blast,
  making a ranged spell attack against a creature. The target
  takes 1d8 force damage on a hit. The next time the target
  forces you to make an ability saving throw before the
  beginning of your next turn, you have advantage on the roll.
  The damage increases by one die when you reach 5th, 11th,
  and 17th level.
  Void Step
  Conjuration cantrip
  Casting Time: 1 action
  Range: 15 feet
  Components: S
  Duration: Instantaneous
  You launch a psychic tether at a creature within range, forcing
  it to pass a Charisma save. On a failed save, the target takes
  1d6 psychic damage, and you appear within 5 feet of the
  target without expending your movement. You cannot target a
  creature that is behind three-quarters cover or standing in an
  area of difficult terrain.
  The damage increases by one die when you reach 5th, 11th,
  and 17th level.
  CLASS | HARLEQUIN 1.3
  26
  
  Splitting Image Cantrips
  Blood Boil
  Transmutation cantrip
  Casting Time: 1 action
  Range: 5 feet
  Components: V, S, M (A heated iron rod)
  Duration: Instantaneous
  You boil a creature's blood with a superheated rod, piercing its
  flesh and forcing it to pass a Constitution save. On a failed
  save, the target takes 1d4 piercing damage and fire damage
  equal to the difference between the spellsave DC and the save
  result. A creature that has no blood automatically passes.
  The piercing damage increases by one die when you reach
  5th, 11th, and 17th level.
  Blood Crystal
  Conjuration cantrip
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S
  Duration: Instantaneous
  You manifest a long shard of blood red crystal, making a
  ranged spell attack against a creature. The target takes 1d8
  piercing damage on a hit.
  The next time the target is attacked before the end of your
  next turn, the crystal shatters and deals additional slashing
  damage equal to your spellcasting modifier.
  The damage increases by one die when you reach 5th, 11th,
  and 17th level.
  Chaos Ladder
  Enchantment cantrip
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Conc. 1 round (up to 1 minute)
  You create a footing on which chaos may build, forcing a
  creature to make an Intelligence save. On a failed save, the
  target has disadvantage on Intelligence, Wisdom, or Charisma
  saving throws (your choice) for the duration. Failing the
  chosen saving throw before the end of the duration extends it
  for an additional round.
  Duplicitous
  Evocation cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: S
  Duration: Instantaneous
  You unleash a subtle burst of energy at an unsuspecting
  creature, making a ranged spell attack with force damage. If
  the creature considers you an ally or is otherwise non-hostile,
  the damage die is 1d12; otherwise, it's 1d8.
  The damage increases by one die when you reach 5th, 11th,
  and 17th level.
  Lingering Kiss
  Necromancy cantrip
  Casting Time: 1 action
  Range: 5 feet
  Components: S, M (Red lipstick)
  Duration: Conc. 1 round
  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
  damage. The target takes 1d6 additional necrotic damage
  from spell attacks until the beginning of your next turn.
  The initial damage increases by one die when you reach
  5th, 11th, and 17th level.
  Mirroring
  Illusion cantrip
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (A wooden yoyo)
  Duration: Conc. 1 round
  You cloud a creature's ability to tell friend from foe, forcing it
  to pass an Intelligence save. On a failed save, choose a friendly
  creature and a hostile creature within 60 feet. For the
  duration, the target is under the illusion that the chosen
  creatures have switched places. A creature with an
  Intelligence score of 11 or higher automatically passes.
  The illusion is visual only, so any sort of audible
  communication or physical contact will interact with the real
  creature.
  Spectral Slash
  Evocation cantrip
  Casting Time: 1 action
  Range: 15 feet
  Components: V, S
  Duration: Instantaneous
  You release a spray of chromatic energy towards a target,
  making a ranged spell attack. The target takes 1d10 cold or
  fire damage (your choice). If the target is immune or resistant
  to the chosen damage type, you can switch to the other
  damage type as a reaction.
  The damage increases by two dice when you reach 5th,
  11th, and 17th level.
  Volted Veil
  Abjuration cantrip
  Casting Time: 1 action
  Range: 5 feet
  Components: V, S
  Duration: 1 round
  You create a shield of electrical energy to both attack and
  defend you from incoming attacks, making a melee spell
  attack. The target takes 1d8 lightning damage on a hit. While
  the cantrip is active, you have a +1 bonus to AC.
  The next time the target hits you with a melee attack before
  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
  
  New Magic Items
  The following magic items are made available for use, making
  use of the Harlequin features.
  Harlequin Masks
  Mask of Artistic Expression
  Wondrous item, common (requires attunement)
  This mask appears featureless and unassuming at first. While
  wearing it, you can use a bonus action to change the style,
  color, and apparent quality of the mask.
  Mask of Black Death
  Wondrous item, uncommon
  This mask features a pair of glass eye openings and a beak
  shaped nose, typically stuffed with herbs, straw, and spices.
  While wearing this mask, you are considered immune to
  disease and the poisoned condition.
  Mask of the Count
  Wondrous item, common (requires attunement)
  This half mask is designed to be worn by the societal elite.
  While wearing this mask, you can target a non-hostile
  creature within 30 feet that isn't aware of your true identity.
  The target must succeed on a DC 10 Charisma saving throw
  or it will automatically assume you to be of a noble or wealthy
  background for 10 minutes. At the end of the duration, the
  creature doesn't know it was charmed by you.
  Mask of the Joker
  Wondrous item, rare (requires attunement)
  This mask bears the visage of a twisted jester. While wearing
  it, you can the Tasha's Hideous Laughter spell at will, without
  expending a spell slot or material components.
  Mask of Prancing
  Wondrous item, rare (requires attunement by a harlequin)
  This colorful mask is designed with aerodynamics in mind.
  While wearing it, the distance you cover with Dance of Death
  increases to 40 feet by 5 feet.
  Mask of Protection
  Wondrous item, rare (requires attunement)
  This bone mask is carved with many ancient protective runes.
  You gain a +1 bonus to AC and saving throws while wearing
  this mask.
  Mask of Sky
  Wondrous item, very rare (requires attunement)
  This pale white mask is ornately decorated with golden
  swirling patterns. While wearing this mask, you can cast the
  Levitate spell on yourself at will, without expending a spell slot
  or material components.
  Mask of Stheno
  Wondrous item, rare (requires attunement)
  This serpent scaled mask has 3 charges. While wearing it, you
  can use an action and expend 1 charge to cast the Flesh to
  Stone spell (6th level). The helm regains 1d3 expended
  charges daily at dawn.
  Mask of the Troupe Master, +1
  Wondrous item, uncommon (requires attunement by a
  harlequin)
  While wearing this mask, you gain a +1 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 Troupe Master, +2
  Wondrous item, rare (requires attunement by a harlequin)
  While wearing this mask, you gain a +2 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 Troupe Master, +3
  Wondrous item, very rare (requires attunement by a
  harlequin)
  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.
  28
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Class - Harlequin v1.3.3.pdf