Comedian (5e Class)

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The Comedian[edit]

Comedians are everywhere. At your local comedy club, waiting for you on various apps, and even in your everyday life. Comedians are all around you! Now, not all comedians are good at what they do, by any means. But are they still comedians? OF COURSE! Anyone can be a comedian! But not all comedians have the heart for adventure.

                                                   " Your mom "
                                                        -probably me at some point

Creating a Comedian[edit]

What drove you to be a comedian? Are you incredibly charismatic? Do you have a talent for improv? Or perhaps are you just a father figure who makes terrible jokes on a daily basis? What drove you to take up adventuring and what are your motives?

Quick Build

You can make a Comedian quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity or Strength if you plan to be a father figure. Second, choose the entertainer background. Third, choose 2 daggers, a light crossbow, and an explorers pack.

Class Features

As a Comedian you gain the following class features.

Hit Points

Hit Dice: 1d8 per Comedian level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Comedian level after 1st

Proficiencies

Armor: Light
Weapons: Simple weapons
Tools: Comedic props
Saving Throws: Constitution, Charisma
Skills: Choose three from Deception, History, Insight, Intimidation, Perception, Performance, Persuasion, Religion, Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) 2 daggers or (b) a simple weapon of your choice or (c) a martial weapon of your choice (if proficient)
  • (a) a shield or (b) a simple weapon of your choice
  • (a) dungeoneers pack or (b) explorers pack
  • leather armor, 3 stage props of your choice
  • If you are using starting wealth, you have 6d4 + 4 gp in funds.

Table: The Comedian

Level Proficiency
Bonus
Features Joke Timings Known
1st +2 Stage Props, Joke -
2nd +2 Laugh it Off 2
3rd +2 Comedic Expertise 2
4th +2 Ability Score Improvement, Ability Score Improvement 2
5th +3 Optimism 3
6th +3 Joke feature 3
7th +3 Pessimism 4
8th +3 Ability Score Improvement, Ability Score Increase 4
9th +4 Comedic Expertise feature 5
10th +4 Ability Score Increase 5
11th +4 Charismatic Presence 5
12th +4 Ability Score Improvement, Ability Score Increase 6
13th +5 Comedic Expertise feature 6
14th +5 Emotional Damage 6
15th +5 Infectious Laughter 7
16th +5 Ability Score Improvement, Ability Score Increase 7
17th +6 Comedic Expertise feature 7
18th +6 Dead Serious 8
19th +6 Ability Score Improvement, Ability Score Increase 8
20th +6 Joke of the Day 8

Stage Props[edit]

Every good comedian carries around some props that they can whip out at all times. You have a bag of your choice that operates similarly to a bag of holding, but only carries stage props. It can hold a number of stage props equal to your proficiency bonus at a time, no matter the size of the prop. Whenever you attempt a Charisma roll to persuade, deceive, or perform for someone, you can attempt to make a joke and whip out a stage prop that must correlate with the joke to gain advantage on the roll.

Joke[edit]

The art of the joke is every comedian's best feature. A well timed joke can inflict pain, deceive, or lighten a mood. You know 2 joke timings, which can be found at the bottom of the page, at 1st level. This number increases as you level up (see class table). New joke timings are unlocked at level 6.

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Comedic Expertise[edit]

<!-At 3rd level, you chose a Comedic Expertise. Choose between Father Figure, Stand-Up, or That Friend, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 9th, 13th, and 17th.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 10th, 12th, 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.

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Father Figure[edit]

Your jokes, deemed "dad jokes," cause mental pain on all creatures who aren't also fathers of young children. Your jokes are so terrible even, that they can stun creatures, as they are forced to process the absolute crap that just entered their brains. However, while your jokes may be awful, you can call upon a burst of strength, only known as "dad strength" in your times of desperate need.

Dad Joke

Your jokes are so awful that they cause mental pain to anyone who hears them. At 3rd level, as a bonus action, you can utter a dad joke that has to do with the situation you are in. Every creature within 15 feet of you immediately takes 1d6 psychic damage as they are bombarded by the terrible joke. This damage increases to 1d8 at 7th level, 1d10 at 11th level, and 1d12 at 15th level.

Fighting Father

Additionally, at 3rd level, you gain proficiency in martial weapons.

Dad Strength

Beginning at 9th level, once per turn, you can add your Constitution modifier to an Strength-based attack roll or Strength saving throw. Additionally, you can add your Constitution modifier to all athletics checks.

Unnerving Cringe

At 13th level, after you make a dad joke, you can use your reaction at any time 1 turn after you make the joke to laugh at your own joke. You do this when another creature makes an attack roll or saving throw, imposing disadvantage on that roll by repeating the joke and then laughing at it.

Explain the Joke

At 17th level, whenever you make a dad joke, on your next turn you can expend your action to explain your joke to one creature within 5 feet of you that can hear you. The creature must make a DC 8 + your Con modifier + proficiency bonus Constitution saving throw or be stunned for 1 minute. At the end of each of their turn, they can make the saving throw again, ending the effect on a success. You can do this a number of times equal to your proficiency bonus per long rest.

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Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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