User:Shadowforxes
Joker[edit]
the under whelming dread to kill. the toxins you relise.— Signs of the joker
The Joker is a good trickster. pulling gags, killing, and having a good time but when they get bored they start going on a rampage only when they start having fun do they start to calm down.
Creating the Joker[edit]
The most important question to consider when creating the Joker is how your character is reflected in your personality do they have the intent to kill right away. or do they run away and hide
- Quick Build
You can make the Joker quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by either Dexterity or Constitution. Second, choose the facless background. Third, choose the Posion spray, Shocking Graps , fire bolt
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Class Features
As a The Joker you gain the following class features.
- Hit Points
Hit Dice: 1d8 per The Joker level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per The Joker level after 1st
- Proficiencies
Armor: None
Weapons: Daggers, darts
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two of the following:Deception, Acrobatics, Intimidation, Medicine, Persuasion and Slight of hand.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a Dagger or (b) any simple weapon
- (a) a Poisoner's Kit or (b) {{{item2b}}}
- If you are using starting wealth, you have 4d4x10gp in funds.
Level | Proficiency Bonus |
Features | Cantrips Known | Spells Known | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||||
1st | +2 | Spellcasting, joker Feature | 3 | 2 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | joker feature | 3 | 3 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | jokers feature, jokers feature | 3 | 4 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 5 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | — | 4 | 6 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | jokers feature, Jokers Features | 4 | 7 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | 4 | 8 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 9 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | — | 4 | 10 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | jokers feature | 5 | 11 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | — | 5 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 5 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 5 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Posion spreads | 5 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | — | 5 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement, jokers feature | 5 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | — | 5 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | posion spreads | 5 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 5 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | ultimate gas | 5 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
The Jokers motivation[edit]
The joker will do what ever do have some fun wither that be killing someone or haveing a fun time but no matter what your motivation is you get all of these perks
Spellcasting[edit]
Your spellcasting revolves around your abilities to use your smarts to handle your toxic gasses . You choose cantrips and spells from the Joker spell list.
Cantrips[edit]
At 1st level, you know 3 cantrips of your choice from your Joker spell list. You learn additional Joker cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Joker table.
Spell Slots[edit]
The Joker table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and Higher[edit]
At first level, you know two 1st-level spells of your choice from the Joker spell list.
The Spells Known column of the Joker able shows when you learn more joker spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell, which also must be of a level for which you have spell slots.
Spellcasting Ability[edit]
Intelligence is your spellcasting ability for your spells, since the power of your magic relies on your ability to regulate and use your toxins. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Innate Focus[edit]
As a conduit of magical power, you do not require material components to cast joker spells, provided the component is not consumed by the casting of the spell.
jokers features[edit]
As you gain levels in the joker class so does your affinity to fire grow:
Jokers posion. Starting at 2nd level, whenever you roll posion damage on your turn, the roll gains a bonus equal to your intelligence modifier.
inhale toxins. At level 6, you gain resistance to posion damage.
tough skin. At level 10, you gain resistance to acid damage.
Gas mask. Upon reaching 16th level, you gain immunity to posion damage.
Ability Score Increase[edit]
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, are 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.
ultimate gas[edit]
when you reach level 20, You are able to connect with your evil side to a higher level then before and you come to an agreement (it has to be one that the other side would agree with) and you combine your powers together and your poison's are so strong that they can make your opponents skin disintegrate with just a touch of it. and your right(or left) is blue while the other side is green and you get both buffs when activated.
the jokers laugh[edit]
at the start of your life you liked the idea of being nice with out the idea of the hard ship that things can be and thats when the mean things come to play you learn all these things.
Jokers beginning laugh Origins[edit]
Adept Poisoner[edit]
Beginning at 1st level, you have begun feeling some evil forces and you gain these effects. You gain advantage for useing the posion kit for harm and you can use a bouns action to place a posion on a weapon.
Poison Crafter[edit]
At 1st level, over the course of a short or long rest, you can craft poisons. If a save is called for, they roll against your poison save DC = 8 + proficiency bonus + Intelligence modifier. These poisons can be applied to one weapon(if applied to a ranged weapon, the ammunition becomes coated as it is fired). The poison lasts for a minute, or until a successful attack has been made with the weapon.
Lasting Poison: The target takes an additional 1d6 poison damage and must make a Constitution save or be Poisoned for a minute. An affected creature can retry their save at the end of each of their turns.
Tracking Poison: You know the location of the target as long as they are within 500 feet of you for the next hour.
Slowing Poison: The target takes an additional 1d6 poison damage and must make a Constitution save or have their speed halved for a minute. An affected creature can retry their save at the end of each of their turns.
Blinding Poison: The target takes an additional 1d6 poison damage and must make a Constitution save or be Blinded for a minute. An affected creature can retry their save at the end of each of their turns.
Illuminating Poison: The next attack roll against the target has advantage and it sheds bright light for 5 feet and dim light for another 10 feet for a minute or until they use their action to scrape the stuff off.
Coating Poison: The target takes an additional 1d6 poison damage and another 1d6 at the start of each of their turns for a minute or until they use their action to scrape the stuff off.
Stunning Poison: The target takes an additional 1d6 poison damage and must make a Constitution save or be Stunned for a minute. An affected creature can retry their save at the end of each of their turns.
Paralyzing Poison: The target takes an additional 1d6 poison damage and must make a Constitution save or be Paralyzed for a minute. An affected creature can retry their save at the end of each of their turns.
posion magician[edit]
starting at level 6, You have become resisted to any posion damage you take (if you get infected with a posion) and you have advantage on trying to cure any posion. and you gain the power of your other half where you can activate a portion of it where you can activate it to change your eye color
Blue: you have advantage on making people believe you, others have disadvantage when trying to lie to you.
Green: You can deal and extra 1d6 damage to people with a posion spell. And the creature now has disatvange when try to cure its self of your posion.
when you activate this you will gain 1 exaughtesn point to activate but you don't use any when using the effects (these points do go away after you take a long rest) when you actiave your eyes you will have to matian concentration to stop them from shutting off so when ever you get hit roll a con save and if you fail your eyes will turn off but if you succed then they stay on.
Lifeless breath[edit]
Starting at 14th level, when you deal posion damage to a creature other than yourself, you ignore posion resistance and treat posion immunity as if it were posion resistance.
powerful posion[edit]
At 18th level, when you cast a posion spell 1st through 5th level that deals posion damage, you can deal the maximum amount of damage instead of rolling.
When you use this abylity first you dont gain an exaughten point only when you use it more then once then you do (these points can go away after a long rest)
- Cantrips (0 Level)
fire bolt, friends, green-flame blade, minor illusion, poison spray, shocking grasp, Venomous Spines
- 1st Level
charm person, chromatic orb, ray of sickness, silent image, sleep, Stinging Smite
- 2nd Level
cloud of daggers, crown of madness, lesser restoration, suggestion, Choking Smog
- 3rd Level
catnap*, dispel magic, fear, fireball, hypnotic pattern, stinking cloud, Spore Burst, toxic breath
- 4th Level
confusion, phantasmal killer, Pernicious Swarm, Toxic Fumes, venom lash, envenomed weapon
- 5th Level
cloudkill, dream, dominate person, Envenom
- 6th Level
heal, mass suggestion, Fume Form, polluting sludge
- 7th Level
prismatic spray, posion fang, Irradiate, mind control
- 8th Level
Torpor Powder, contaminate
- 9th Level
Mortal Tear
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