Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
What sorts of things are you working on? (3PP or personal use homebrew)?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Sacrosanct" data-source="post: 7096604" data-attributes="member: 15700"><p>The Jester has been the most interesting so far (again, these are in no way balanced against the classes in 5e, and this is a very rough draft). Largely because I can envision how most of the jokes would play out in the game, with the player really getting into it lol:</p><p></p><p><em>Jester</em></p><p><em>Appearance: Dragon #3, page 28</em></p><p><em></em></p><p><em>Jesters are amusing fellows who attempt to catch their audience off guard through humor, and are so skilled this may even cause much confusion in combat as well. PCs that have odd or unusual physical features can make the best jesters because they use this as a tool incorporated into their jokes. For this reason, it is entirely possible for a disfigured dwarven jester to have a very high Charisma score.</em></p><p><em></em></p><p><em>Creating A Jester</em></p><p><em>When creating a jester, silliness and humor are your driving factors and key motivation behind the character. However, just like in real life, there are many forms of humor, so the jester you create doesn’t have to be a comedy jokester like how they are commonly portrayed in media. The jester could be a master of physical comedy, jokes, self deprecating humor, insults, etc. Not all jesters wear hats with bells.</em></p><p><em>After you have decided on what type of jester you want, you need to come up with a motivation as to why they would be part of an adventuring team. Do they have additional skills such as lock picking that would add value to the team? Did they insult the wrong person and are on the run?</em></p><p><em></em></p><p><em>Quick Build</em></p><p><em>To quickly build a jester, choose charisma as your highest ability score, followed by dexterity. Then choose the entertainer background.</em></p><p><em></em></p><p><em>Class Features</em></p><p><em>As a jester, you gain the following features:</em></p><p><em></em></p><p><em>Hit Points</em></p><p><em>Hit Dice: 1d8 per jester level</em></p><p><em>Hit Points At First Level: 8 + Constitution modifier</em></p><p><em>Hit Points At Higher Levels: 1d8 (or 5) + your Constitution Modifier</em></p><p><em></em></p><p><em>Proficiencies</em></p><p><em>Armor: light</em></p><p><em>Weapons: simple weapons</em></p><p><em>Tools: thieves’ tools</em></p><p><em></em></p><p><em>Saving Throws: Charisma and dexterity</em></p><p><em>Skills: Choose three of the skills from the Player’s Handbook (p. 174).</em></p><p><em></em></p><p><em>Equipment</em></p><p><em>You start with the following equipment, in addition to the equipment of your background:</em></p><p><em>• Dagger or hand axe</em></p><p><em>• Short sword</em></p><p><em>• Thieves’ tools</em></p><p><em>• Explorer’s pack or dungeoneer’s pack</em></p><p><em>• costume</em></p><p><em></em></p><p><em>Humor</em></p><p><em>Many of your jokes and tools will force a target(s) to make a saving throw. Whenever this happens, your Saving Throw DC is:</em></p><p><em></em></p><p><em>Save DC = 8 + proficiency bonus + Charisma modifier</em></p><p><em></em></p><p><em>Of the jokes listed below (Basic Jokes, Skilled Jokes, etc), you may use as many jokes per short rest equal to your Charisma modifier, regardless of which joke you are using.</em></p><p><em>For example, if you know both Basic Jokes and Proficient Jokes and have a Charisma modifier of +3, you can use any combination of jokes up to 3 times per short rest.</em></p><p><em>Additionally, unless otherwise noted, all targets of jokes must have an intelligence score of at least 6 in order to “get” the joke.</em></p><p><em></em></p><p><em>Unarmored Defense</em></p><p><em>While not wearing any armor, your Armor Class becomes 10 + your Charisma Modifier + your Dexterity Modifier.</em></p><p><em></em></p><p><em>Jester’s Weapons</em></p><p><em>You are skilled at using items no one would ever think would be a weapon. You are proficient with the following items:</em></p><p><em>• Smelly sock (5ft range. One target. Constitution saving throw or suffer 1d4 poison damage).</em></p><p><em>• Acid squirting flower (5ft range. One target. 1d6 acid damage or Dexterity save for half).</em></p><p><em>• Laughing gas balls (50gp. 30ft range. One target. Constitution saving throw or suffer uncontrollable laughter, resulting in disadvantage on all attack rolls until the start of the jester’s next turn).</em></p><p><em>• Pie (10ft. One target. Make a ranged attack roll. On a hit, target is blinded until they take an action to remove the pie).</em></p><p><em>• Dirty underwear (10ft. One target. Constitution saving throw or target is stunned until the start of the jester’s next turn).</em></p><p><em></em></p><p><em>Basic Jokes</em></p><p><em>Anyone can tell a basic joke, but it takes true skill to master timing and presentation. A good jester has learned these skills to such an extent that they may take on magical like qualities.</em></p><p><em>You have learned the following jokes, each of which takes an action unless otherwise noted:</em></p><p><em>• Giggle (30ft range. Up to 20 hit points of creatures, starting with the fewest. Targets giggle uncontrollably, suffering -1 on all attack rolls saving throws for one minute).</em></p><p><em>• Pun (30ft range. Reaction. One attacker targeting the jester. Must make a Wisdom saving throw or get caught off guard, stopping their action until the start of their next turn).</em></p><p><em>• Body Contortion (until the start of your next turn, you gain a +2 bonus to your Armor Class. This can be used as a bonus action).</em></p><p><em></em></p><p><em>Charisma Expertise</em></p><p><em>Upon reaching 3rd level, any skill that you are proficient in that uses Charisma as the core ability will be rolled at double your proficiency bonus. Any Charisma based skill you are not proficient in will use your standard proficiency modifier added to that roll.</em></p><p><em></em></p><p><em>Ability Score Improvement</em></p><p><em>Upon reaching 4th level, you gain 2 points which you can distribute among your ability scores, or gain a feat. You gain an additional ASI or feat at 8th, 14th, and 19th level.</em></p><p><em></em></p><p><em>Proficient Jokes</em></p><p><em>Upon reaching 5th level, your joke arsenal is expanded. You know the following additional jokes, all of which require an action to invoke unless otherwise noted:</em></p><p><em>• Pause (30ft. One target. Must make a Wisdom saving throw or pause what they are doing for 1 minute. A new save can be attempted at the end of the target’s next turn each round to end this effect).</em></p><p><em>• Joke (Same as the Giggle joke above, but up to 45 hit points may be affected, and the penalty is -2 to relevant rolls).</em></p><p><em>• Funny Face (can be used as a bonus action. Grants advantage on the next Charisma check roll you make within the next minute).</em></p><p><em>• Laugh So Hard It Hurts (30ft. One target. If the target fails it’s Wisdom saving throw, it laughs so hard that is suffers 3d6 bludgeoning damage).</em></p><p><em></em></p><p><em>Tumbling</em></p><p><em>When you reach 6th level, you no longer provoke attacks of opportunity.</em></p><p><em></em></p><p><em>Skilled Jokes</em></p><p><em>Upon reaching 7th level, your jokes become even more potent. You learn the following jokes, all of which require an action to invoke unless otherwise noted:</em></p><p><em>• Wonder (Same as Pause above, but may affect two targets).</em></p><p><em>• Ventriloquism (Throw your voice up to 30ft away. This joke does not count against your joke limit per short rest, and can be combined with any other joke as if the point of origin of said joke is where you throw your voice).</em></p><p><em>• Thighslapper (requires 2 consecutive actions to tell. Range 60ft. Up to one target per Charisma modifier. Targets must make a Wisdom saving throw or fall to the ground laughing immediately until the start of your next turn).</em></p><p><em>• Personal Attack (30ft. One target. Target must make Wisdom saving throw or be enraged and do whatever it can to get close to you and attack. This attack is made at disadvantage. This effect lasts for 1 minute, but the target can attempt a new saving throw at the start of each of your turns to break out of the effects).</em></p><p><em></em></p><p><em>Second Chance</em></p><p><em>When you reach 9th level, if you fail any Charisma based check, you may immediately reroll and take that result.</em></p><p><em></em></p><p><em>Expert Jokes</em></p><p><em>At level 10, you learn expert jokes, each of which requires an action to invoke unless otherwise noted.</em></p><p><em>• Boring Joke (this acts like a sleep spell, as if cast from a level 5 spell slot).</em></p><p><em>• Decrepitating (This is a fart, literally. 30ft range. All creatures within the area of effect with an intelligence of at least 6, including allies, must make a Wisdom saving throw or either fall the ground laughing or be taken aback by disgust, unable to take any other action until the start of your next turn).</em></p><p><em>• Extension (this can be used as a bonus action. It doubles the duration of any joke currently affecting a target).</em></p><p><em>• Strange Actions (Combine the Body Contortion joke with any other joke).</em></p><p><em></em></p><p><em>Cantrip Jokes</em></p><p><em>When reaching 11th level, you have become so skilled with jokes, that basic jokes no longer count towards your limit of jokes you can invoke per short rest.</em></p><p><em></em></p><p><em>Master Jokes</em></p><p><em>Upon reaching 12th level, you have learned the following master jokes, each requiring an action unless otherwise noted:</em></p><p><em>• Pity (30ft. All targets within range. Can be used as a reaction. All targets must make a Wisdom saving throw or be unable to attack you until the start of your next turn).</em></p><p><em>• Distraction (60ft. One target. Target must make a Wisdom saving throw or be distracted. Choose one damage type: fire, frost, poison, force, necrotic, or physic. Target now has vulnerability to that damage type for one minute. If the target had resistance to that type, it no longer has resistance, but also does not have vulnerability).</em></p><p><em>• Gutbuster (60ft. One target. If target fails Wisdom saving throw, it begins to laugh violently, and is unable to perform any other actions until the start of your next turn. Additionally, the laughing is so violent, the target suffers 5d6 of bludgeoning damage).</em></p><p><em>• Quick pun (all Basic Jokes can now be cast as a bonus action).</em></p><p><em></em></p><p><em>Mimicry</em></p><p><em>Upon reaching 13th level, you can choose any class feature from any other class other than spellcasting that is gained at level 1 of that class.</em></p><p><em>For example, you can choose the barbarian’s rage, a fighting style, or bardic inspiration. If applicable, this ability does not increase in power as you level.</em></p><p><em></em></p><p><em>Grand Master Jokes</em></p><p><em>Upon reaching 15th level, you have learned Grand Master Jokes, each of which takes an action unless otherwise noted:</em></p><p><em>• Insult (30ft. One target. If the target fails a Wisdom Saving throw, one three results will take place. Roll 1d6. On a result of 1-2, the target flees until the start of your next turn. On a result of 3-4, the target does everything it can do to attack you (similar to the Personal Attack joke above) until the start of your next turn. On a 5-6, the target is so impressed that is considered charmed, as per the spell description).</em></p><p><em>• Die Laughing (60ft. Affects up to 75 hit points of creatures, lowest total being affected first. The affect depends on the current hit point total of the creatures at the time of the joke: 0-25 hit points: dies instantly. 26-50 hit point: suffers disadvantage on all rolls until the start of your next turn. 51+ hit points: suffers a -1 penalty to all rolls until the start of your next turn).</em></p><p><em>• Obscenity (30ft. All creatures within range. Effect depends on alignment. LG, LN, and NG alignments are so offended that they become hostile towards you, suffering disadvantage on all rolls until the start of your next turn. LE, NE, CE, and CN are so impressed that they are in effect charmed by you (as per the spell). All other alignments are unaffected, as are your party members, who are used your vulgarity).</em></p><p><em></em></p><p><em>Dexterity Expertise</em></p><p><em>At 16th level, any skill which you are proficient in that uses Dexterity will now have double your proficiency bonus applied for rolls. If you are not proficient in a Dexterity based skill, you will now apply your proficiency bonus to that skill.</em></p><p><em></em></p><p><em>Jester’s Jokes</em></p><p><em>When reaching 17th level, you have truly mastered the best of all jokes. You have learned the following jokes, each of which requires an action to invoke unless otherwise noted:</em></p><p><em>• Killer (Similar to Die Laughing above, but a total of 150 hit points are affected).</em></p><p><em>• Ballbuster (60ft. All chosen targets within range must make a Wisdom Saving throw or laugh so hard that they suffer physical damage. Each target that fails will be incapacitated until the start of your next turn, and suffer 5d6 bludgeoning damage).</em></p><p><em></em></p><p><em>Enhanced Cantrip Jokes</em></p><p><em>Upon reaching 18th level, your Proficient Jokes no longer count towards your limit of jokes per short rest that can be used.</em></p><p><em></em></p><p><em>Projection Jokes</em></p><p><em>When you reach 20th level, you can enhance your ventriloquism out to a range of 150ft, and center any joke at that point of origin. Your jokes also affect all creatures, and not just those with an intelligence of at least 6.</em></p><p><em></em></p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 7096604, member: 15700"] The Jester has been the most interesting so far (again, these are in no way balanced against the classes in 5e, and this is a very rough draft). Largely because I can envision how most of the jokes would play out in the game, with the player really getting into it lol: [i]Jester Appearance: Dragon #3, page 28 Jesters are amusing fellows who attempt to catch their audience off guard through humor, and are so skilled this may even cause much confusion in combat as well. PCs that have odd or unusual physical features can make the best jesters because they use this as a tool incorporated into their jokes. For this reason, it is entirely possible for a disfigured dwarven jester to have a very high Charisma score. Creating A Jester When creating a jester, silliness and humor are your driving factors and key motivation behind the character. However, just like in real life, there are many forms of humor, so the jester you create doesn’t have to be a comedy jokester like how they are commonly portrayed in media. The jester could be a master of physical comedy, jokes, self deprecating humor, insults, etc. Not all jesters wear hats with bells. After you have decided on what type of jester you want, you need to come up with a motivation as to why they would be part of an adventuring team. Do they have additional skills such as lock picking that would add value to the team? Did they insult the wrong person and are on the run? Quick Build To quickly build a jester, choose charisma as your highest ability score, followed by dexterity. Then choose the entertainer background. Class Features As a jester, you gain the following features: Hit Points Hit Dice: 1d8 per jester level Hit Points At First Level: 8 + Constitution modifier Hit Points At Higher Levels: 1d8 (or 5) + your Constitution Modifier Proficiencies Armor: light Weapons: simple weapons Tools: thieves’ tools Saving Throws: Charisma and dexterity Skills: Choose three of the skills from the Player’s Handbook (p. 174). Equipment You start with the following equipment, in addition to the equipment of your background: • Dagger or hand axe • Short sword • Thieves’ tools • Explorer’s pack or dungeoneer’s pack • costume Humor Many of your jokes and tools will force a target(s) to make a saving throw. Whenever this happens, your Saving Throw DC is: Save DC = 8 + proficiency bonus + Charisma modifier Of the jokes listed below (Basic Jokes, Skilled Jokes, etc), you may use as many jokes per short rest equal to your Charisma modifier, regardless of which joke you are using. For example, if you know both Basic Jokes and Proficient Jokes and have a Charisma modifier of +3, you can use any combination of jokes up to 3 times per short rest. Additionally, unless otherwise noted, all targets of jokes must have an intelligence score of at least 6 in order to “get” the joke. Unarmored Defense While not wearing any armor, your Armor Class becomes 10 + your Charisma Modifier + your Dexterity Modifier. Jester’s Weapons You are skilled at using items no one would ever think would be a weapon. You are proficient with the following items: • Smelly sock (5ft range. One target. Constitution saving throw or suffer 1d4 poison damage). • Acid squirting flower (5ft range. One target. 1d6 acid damage or Dexterity save for half). • Laughing gas balls (50gp. 30ft range. One target. Constitution saving throw or suffer uncontrollable laughter, resulting in disadvantage on all attack rolls until the start of the jester’s next turn). • Pie (10ft. One target. Make a ranged attack roll. On a hit, target is blinded until they take an action to remove the pie). • Dirty underwear (10ft. One target. Constitution saving throw or target is stunned until the start of the jester’s next turn). Basic Jokes Anyone can tell a basic joke, but it takes true skill to master timing and presentation. A good jester has learned these skills to such an extent that they may take on magical like qualities. You have learned the following jokes, each of which takes an action unless otherwise noted: • Giggle (30ft range. Up to 20 hit points of creatures, starting with the fewest. Targets giggle uncontrollably, suffering -1 on all attack rolls saving throws for one minute). • Pun (30ft range. Reaction. One attacker targeting the jester. Must make a Wisdom saving throw or get caught off guard, stopping their action until the start of their next turn). • Body Contortion (until the start of your next turn, you gain a +2 bonus to your Armor Class. This can be used as a bonus action). Charisma Expertise Upon reaching 3rd level, any skill that you are proficient in that uses Charisma as the core ability will be rolled at double your proficiency bonus. Any Charisma based skill you are not proficient in will use your standard proficiency modifier added to that roll. Ability Score Improvement Upon reaching 4th level, you gain 2 points which you can distribute among your ability scores, or gain a feat. You gain an additional ASI or feat at 8th, 14th, and 19th level. Proficient Jokes Upon reaching 5th level, your joke arsenal is expanded. You know the following additional jokes, all of which require an action to invoke unless otherwise noted: • Pause (30ft. One target. Must make a Wisdom saving throw or pause what they are doing for 1 minute. A new save can be attempted at the end of the target’s next turn each round to end this effect). • Joke (Same as the Giggle joke above, but up to 45 hit points may be affected, and the penalty is -2 to relevant rolls). • Funny Face (can be used as a bonus action. Grants advantage on the next Charisma check roll you make within the next minute). • Laugh So Hard It Hurts (30ft. One target. If the target fails it’s Wisdom saving throw, it laughs so hard that is suffers 3d6 bludgeoning damage). Tumbling When you reach 6th level, you no longer provoke attacks of opportunity. Skilled Jokes Upon reaching 7th level, your jokes become even more potent. You learn the following jokes, all of which require an action to invoke unless otherwise noted: • Wonder (Same as Pause above, but may affect two targets). • Ventriloquism (Throw your voice up to 30ft away. This joke does not count against your joke limit per short rest, and can be combined with any other joke as if the point of origin of said joke is where you throw your voice). • Thighslapper (requires 2 consecutive actions to tell. Range 60ft. Up to one target per Charisma modifier. Targets must make a Wisdom saving throw or fall to the ground laughing immediately until the start of your next turn). • Personal Attack (30ft. One target. Target must make Wisdom saving throw or be enraged and do whatever it can to get close to you and attack. This attack is made at disadvantage. This effect lasts for 1 minute, but the target can attempt a new saving throw at the start of each of your turns to break out of the effects). Second Chance When you reach 9th level, if you fail any Charisma based check, you may immediately reroll and take that result. Expert Jokes At level 10, you learn expert jokes, each of which requires an action to invoke unless otherwise noted. • Boring Joke (this acts like a sleep spell, as if cast from a level 5 spell slot). • Decrepitating (This is a fart, literally. 30ft range. All creatures within the area of effect with an intelligence of at least 6, including allies, must make a Wisdom saving throw or either fall the ground laughing or be taken aback by disgust, unable to take any other action until the start of your next turn). • Extension (this can be used as a bonus action. It doubles the duration of any joke currently affecting a target). • Strange Actions (Combine the Body Contortion joke with any other joke). Cantrip Jokes When reaching 11th level, you have become so skilled with jokes, that basic jokes no longer count towards your limit of jokes you can invoke per short rest. Master Jokes Upon reaching 12th level, you have learned the following master jokes, each requiring an action unless otherwise noted: • Pity (30ft. All targets within range. Can be used as a reaction. All targets must make a Wisdom saving throw or be unable to attack you until the start of your next turn). • Distraction (60ft. One target. Target must make a Wisdom saving throw or be distracted. Choose one damage type: fire, frost, poison, force, necrotic, or physic. Target now has vulnerability to that damage type for one minute. If the target had resistance to that type, it no longer has resistance, but also does not have vulnerability). • Gutbuster (60ft. One target. If target fails Wisdom saving throw, it begins to laugh violently, and is unable to perform any other actions until the start of your next turn. Additionally, the laughing is so violent, the target suffers 5d6 of bludgeoning damage). • Quick pun (all Basic Jokes can now be cast as a bonus action). Mimicry Upon reaching 13th level, you can choose any class feature from any other class other than spellcasting that is gained at level 1 of that class. For example, you can choose the barbarian’s rage, a fighting style, or bardic inspiration. If applicable, this ability does not increase in power as you level. Grand Master Jokes Upon reaching 15th level, you have learned Grand Master Jokes, each of which takes an action unless otherwise noted: • Insult (30ft. One target. If the target fails a Wisdom Saving throw, one three results will take place. Roll 1d6. On a result of 1-2, the target flees until the start of your next turn. On a result of 3-4, the target does everything it can do to attack you (similar to the Personal Attack joke above) until the start of your next turn. On a 5-6, the target is so impressed that is considered charmed, as per the spell description). • Die Laughing (60ft. Affects up to 75 hit points of creatures, lowest total being affected first. The affect depends on the current hit point total of the creatures at the time of the joke: 0-25 hit points: dies instantly. 26-50 hit point: suffers disadvantage on all rolls until the start of your next turn. 51+ hit points: suffers a -1 penalty to all rolls until the start of your next turn). • Obscenity (30ft. All creatures within range. Effect depends on alignment. LG, LN, and NG alignments are so offended that they become hostile towards you, suffering disadvantage on all rolls until the start of your next turn. LE, NE, CE, and CN are so impressed that they are in effect charmed by you (as per the spell). All other alignments are unaffected, as are your party members, who are used your vulgarity). Dexterity Expertise At 16th level, any skill which you are proficient in that uses Dexterity will now have double your proficiency bonus applied for rolls. If you are not proficient in a Dexterity based skill, you will now apply your proficiency bonus to that skill. Jester’s Jokes When reaching 17th level, you have truly mastered the best of all jokes. You have learned the following jokes, each of which requires an action to invoke unless otherwise noted: • Killer (Similar to Die Laughing above, but a total of 150 hit points are affected). • Ballbuster (60ft. All chosen targets within range must make a Wisdom Saving throw or laugh so hard that they suffer physical damage. Each target that fails will be incapacitated until the start of your next turn, and suffer 5d6 bludgeoning damage). Enhanced Cantrip Jokes Upon reaching 18th level, your Proficient Jokes no longer count towards your limit of jokes per short rest that can be used. Projection Jokes When you reach 20th level, you can enhance your ventriloquism out to a range of 150ft, and center any joke at that point of origin. Your jokes also affect all creatures, and not just those with an intelligence of at least 6. [/i] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
What sorts of things are you working on? (3PP or personal use homebrew)?
Top