Hello and welcome to my website! I have quite a few random statblocks around (Afro Samurai, Aku and Samurai Jack, Venger from the D&D cartoon, weird PCs), a Saturday blog series of Marvel super hero statblocks built using rules from Hypercorps 2099 (Hyper Score Marvel), and then the same for Street Fighter D&D 5e (using mechanics from Mists of Akuma, posts on Fridays). For the most part everything you find is built as a PC would be built to demonstrate what all you can do with the material inside each campaign setting.
After seeing how popular Venger’s 5e build was yesterday, I decided to bite into one of the classes appearing in the Book of Exalted Darkness and went with what seems to be the world’s most popular villain: The Joker.
What you’ll find below uses material from the imminent Mad Scientist Class Playtest PDF releasing in the next 2 weeks but until then you can get your wickedness on in the (free!) Evil Primer PDF over on the Book of Exalted Darkness Kickstarter page–we’re more than 68% funded after the first week and there’s an adventure module you can download too.
This is not a cartoonish approach to evil RPGs so beware–I am set out to do some truly vile and despicable things. Click ahead only if you are down for some extreme wickedness.
Either way have fun with The Joker! If you think this can be improved in any way don’t hesitate to speak up (@MikeMyler2 on Twitter, over here on Facebook, and also on Google+) and let me know, and definitely keep an eye out for the Mad Scientist Class Playtest PDF! Thanks!
The Joker
Medium humanoid (human), chaotic evil mad scientist (trickster) 12
Armor Class 16 (studded leather Joker Suit)
Hit Points 87 (12d8+24)
Speed 30 ft.; Sin Points 22/22
STR | DEX | CON | INT | WIS | CHA | Sanctity | Sin |
13 (+1) | 18 (+4) | 15 (+2) | 20 (+5) | 15 (+2) | 16 (+3) | 7 (-2) | 22 (+6) |
Saving Throws Dex +8, Int +9
Skills Acrobatics +8, Athletics +5 (advantage), Deception +7, Investigation +9, Perception +2 (advantage), Science +9, Sleight of Hand +9, Technology +9
Tools alchemist’s supplies, painter’s supplies, tinkerers’ tools
Damage Resistances acid, poison, psychic
Condition Immunities poisoned
Senses passive Perception 17
Languages Common, any 4 languages (usually Abyssal, Aklo, Infernal, and Undercommon)
Challenge 12 (8,400 XP)
Background Feature (Murderer): Ruthless Strike. In the first round of combat if Joker has successfully concealed a weapon by making a (retroactive if necessary) Dexterity (Sleight of Hand) check, he gains advantage on his first attack roll as long as it is made before the next round. If this attack hits a creature that was unaware of the weapon it is a critical hit (if he rolls a natural critical hit he deals 8 extra damage). Joker deals his Surgical Precision damage with this attack.
Inherent Heresy: Wrath. Joker’s face is almost always in a snarling grin and he must make a DC 12 Wisdom saving throw to assume a different expression for up to 1 hour. His Strength increases by 1, his Sanctity score began at 8, and his Sin score began at 5. As a bonus action, he may burn 1 Sin point to gain advantage on a Strength ability check or saving throw.
*Traumatic Experience. The Joker’s precise origins remain a mystery but whomever he once was is a mystery, his near-death from falling into a vat of acid changing him forever. He gains resistance to acid, poison, and psychic damage damage as well as immunity to the poisoned condition.
Analyze Weakness. By spending a bonus action the Joker may make an Intelligence check against a DC equal to the CR of a creature he is able to see or hear. On a success, he learns the attacks, immunities, features, and resistances granted by the target’s race or type. The Joker can only use this feature against an individual target once every 24 hours.
Bomb Thrower. Each day when the Joker prepares spells, he may make a number of grenades with a total price of 240 gold. These grenades do not cost him gold to produce but do require a part of his essence to remain unignited, causing them to explode 1d6 rounds after being given to another creature. The saving throw DCs for grenades the Joker creates using this feature use his spell save DC. In addition, you may throw up to 2 grenades at different squares within range as a single attack action. [Until the Mad Scientist Class Playtest PDF comes out use the grenades found here: https://2099wasteland.tumblr.com/grenades]
Feat: Sinful Slayer. When the Joker scores a critical hit, he may expend 1 Sin point to infuse the blow with evil energies. The target of his attack makes a Charisma saving throw against the damage of the attack or gains a level of exhaustion. When he has advantage on a melee attack roll, the Joker may expend a Sin point to gain a bonus to damage instead of the attack roll.
Feat: Sinful Strikes. The Joker gains advantage on Athletics checks and Perception checks. When he successfully hits a living creature, he may spend 1 Sin point to deliver an unholy wound. The target of his attack must succeed on a DC 18 Charisma saving or take 3 (1d6) necrotic damage at the start of each of its turns as the unholy wound bleeds. Each time the Joker delivers an additional unholy wound to a target, the damage dealt by the unholy wound increases by 3 (1d6). The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest. Any creature can stanch the wound as an action with a successful Wisdom (Medicine) check against the same DC or by receiving magical healing. Damage dealt by an unholy wound leaves an evil aura.
Feat: Warcaster. The Joker has advantage on Constitution saving throws that he makes to maintain his concentration on a spell when he takes damage and he can perform the somatic components of spells even when he has weapons or a shield in one or both hands. When a hostile creature’s movement provokes an opportunity attack from the Joker, he can use his reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Forbidden Knowledge and Insane Contraptions. The Joker gains two sinful feats and learns how to cast ritual spells from the wizard spell list. When performing a ritual, if he has access to an anvil and smithery he may spend an additional hour building an insane contraption to incorporate the effects of one of his scientific gadgets into the casting of the ritual spell.
Overcharged Shot (4/long rest). When the Joker has advantage on a spell attack using his technological weapon, he may choose to lose advantage but deal an extra 15 (6d4) damage.
Prototype Drones. The Joker can cast the find familiar spell as a ritual, summoning (i.e.: activating) 4 drones. The drone familiars he creates are constructs with the appearance and abilities of any of the animals listed under the spell, or drones with an appearance chosen by the Joker (usually innocuous toys). Drones that are not duplicating the appearance and abilities of an animal use the Homunculus stat block. As a construct, the drones do not need to eat, sleep, or breathe, and are immune to both poison damage and the poisoned condition. The Joker’s drones may not be dismissed as the spell. He may share senses with the drones or communicate with them while they remain within distance of his radio transmitter (a device that broadcasts 600 feet).
Scientific Gadgets: The Joker’s scientific gadgets weigh 1 pound per spell level. The AC of a gadget is equal to his AC while it is on his person and each has 24 hit points. While not in the Joker’s possession, his gadgets have an AC equal to 10 + spell level. Other creatures are unable to understand how his gadgets function and only the Joker is able to use them.
- Arcodivinus Negator (1/long rest). The Joker can cast counterspell or dispel magic once without expending a spell slot.
- Scientific Gadget: Cortex Disassembler (1/long rest). The Joker can cast fear or hypnotic pattern once without expending a spell slot.
- Scientific Gadget: Emergency Boosters (1/short rest). When the Joker would take more than 1d6 damage from falling, he automatically casts feather fall without expending a spell slot or material components.
- Scientific Gadget: Influencing Aerosol (1/long rest). The Joker can cast charm person or command once without expending a spell slot.
- Scientific Gadget: Quantum Kineticizer (1/long rest). The Joker can cast misty step or pass without trace without expending a spell slot.
- Scientific Gadget: Spatial Prism (1/long rest). The Joker can cast mirror image or see invisibility once without using a mad scientist spell slot.
Technological Crafting. The Joker is able to create technological items that duplicate the effects of magical items without the need for inaequa. He is only able to craft one technological item at a time. The Joker is able to craft a common technological item over the course of a week of tinkering for 25 gold or an uncommon technological item over the course of a month for 500 gold (or more, at the GM’s discretion).
Weaponized Spellcasting (Recharge on short rest). The Joker is a 12th-level mad scientist that uses Intelligence as his spellcasting ability (spell save DC 17; +9 to hit with spell attacks). The Joker can cast the following spells from the mad scientist’s spell list, though only when his technological weapon (his Joker Suit) is on his person:
- Cantrips: acid splash, eldritch blast, fire bolt, poison spray
- 6th-level (3 spell slots): acid arrow, cloudkill, confusion, disintegrate, grease, hold monster, lightning bolt, phantasmal killer, shatter, sleep, stinking cloud
ACTIONS
Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) piercing damage.
Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.
Dagger (7). Ranged Weapon Attack: +8 to hit, range 20/60, one target. Hit: 6 (1d4+4) piercing damage.
*Combat Pistol. Ranged Weapon Attack: +8 to hit, range 100/400, one target. Hit: 12 (2d6+4) bludgeoning and piercing damage.
Grenades (2 flash, 2 frag). The Joker throws up to 2 grenades at separate targets within 60 feet as an action. Any creature within a grenade’s area of effect (20 feet) makes a DC 17 Dexterity saving throw or takes the grenades damage (a successful save halves this damage).
*Traumatic Experience was added to reflect the Joker’s origin and is not standard for an NPC ground-up build. Also, Combat Pistols are not a part of Book of Exalted Darkness (they appear in 2099 Wasteland and Hypercorps 2099 5e).
—————– REDUCED STATBLOCK —————–
The Joker
Medium humanoid (human), chaotic evil mad scientist (trickster) 12
Armor Class 16 (studded leather Joker Suit)
Hit Points 87 (12d8+24)
Speed 30 ft.; Sin Points 22/22
STR | DEX | CON | INT | WIS | CHA | Sanctity | Sin |
13 (+1) | 18 (+4) | 15 (+2) | 20 (+5) | 15 (+2) | 16 (+3) | 7 (-2) | 22 (+6) |
Saving Throws Dex +8, Int +9
Skills Acrobatics +8, Athletics +5 (advantage), Deception +7, Investigation +9, Perception +2 (advantage), Science +9, Sleight of Hand +9, Technology +9
Damage Resistances acid, poison, psychic
Condition Immunities poisoned
Senses passive Perception 17
Languages Common, any 4 languages (usually Abyssal, Aklo, Infernal, and Undercommon)
Challenge 12 (8,400 XP)
Background Feature (Murderer): Ruthless Strike. In the first round of combat if Joker has successfully concealed a weapon by making a (retroactive if necessary) Dexterity (Sleight of Hand) check, he gains advantage on his first attack roll as long as it is made before the next round. If this attack hits a creature that was unaware of the weapon it is a critical hit (if he rolls a natural critical hit he deals 8 extra damage). Joker deals his Surgical Precision damage with this attack.
Inherent Heresy: Wrath. As a bonus action, the Joker may burn 1 Sin point to gain advantage on a Strength ability check or saving throw.
Analyze Weakness. By spending a bonus action the Joker may make an Intelligence check against a DC equal to the CR of a creature he is able to see or hear. On a success, he learns the attacks, immunities, features, and resistances granted by the target’s race or type.
Feat: Sinful Slayer. When the Joker scores a critical hit, he may expend 1 Sin point to infuse the blow with evil energies. The target of his attack makes a Charisma saving throw against the damage of the attack or gains a level of exhaustion. When he has advantage on a melee attack roll, the Joker may expend a Sin point to gain a bonus to damage instead of the attack roll.
Feat: Sinful Strikes. When the Joker successfully hits a living creature, he may spend 1 Sin point to deliver an unholy wound. The target of his attack must succeed on a DC 18 Charisma saving or take 3 (1d6) necrotic damage at the start of each of its turns as the unholy wound bleeds. Each time the Joker delivers an additional unholy wound to a target, the damage dealt by the unholy wound increases by 3 (1d6). The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest. Any creature can stanch the wound as an action with a successful Wisdom (Medicine) check against the same DC or by receiving magical healing.
Feat: Warcaster. The Joker has advantage on Constitution saving throws that he makes to maintain his concentration on a spell when he takes damage and he can perform the somatic components of spells even when he has weapons or a shield in one or both hands. When a hostile creature’s movement provokes an opportunity attack from the Joker, he can use his reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Overcharged Shot (4/long rest). When the Joker has advantage on a spell attack using his technological weapon, he may choose to lose advantage but deal an extra 15 (6d4) damage.
Prototype Drones. The Joker can cast the find familiar spell as a ritual, summoning (i.e.: activating) 4 drones. The drone familiars he creates are constructs with the appearance and abilities of any of the animals listed under the spell, or drones with an appearance chosen by the Joker (usually innocuous toys). Drones that are not duplicating the appearance and abilities of an animal use the Homunculus stat block. As a construct, the drones do not need to eat, sleep, or breathe, and are immune to both poison damage and the poisoned condition. The Joker’s drones may not be dismissed as the spell. He may share senses with the drones or communicate with them while they remain within distance of his radio transmitter (a device that broadcasts 600 feet).
Scientific Gadgets: The Joker’s scientific gadgets weigh 1 pound per spell level. The AC of a gadget is equal to his AC while it is on his person and each has 24 hit points. While not in the Joker’s possession, his gadgets have an AC equal to 10 + spell level. Other creatures are unable to understand how his gadgets function and only the Joker is able to use them.
- Arcodivinus Negator (1/long rest). The Joker can cast counterspell or dispel magic once without expending a spell slot.
- Scientific Gadget: Cortex Disassembler (1/long rest). The Joker can cast fear or hypnotic pattern once without expending a spell slot.
- Scientific Gadget: Emergency Boosters (1/short rest). When the Joker would take more than 1d6 damage from falling, he automatically casts feather fall without expending a spell slot or material components.
- Scientific Gadget: Influencing Aerosol (1/long rest). The Joker can cast charm person or command once without expending a spell slot.
- Scientific Gadget: Quantum Kineticizer (1/long rest). The Joker can cast misty step or pass without trace without expending a spell slot.
- Scientific Gadget: Spatial Prism (1/long rest). The Joker can cast mirror image or see invisibility once without using a mad scientist spell slot.
Weaponized Spellcasting (Recharge on short rest). The Joker is a 12th-level mad scientist that uses Intelligence as his spellcasting ability (spell save DC 17; +9 to hit with spell attacks). The Joker can cast the following spells from the mad scientist’s spell list, though only when his technological weapon (his Joker Suit) is on his person:
- Cantrips: acid splash, eldritch blast, fire bolt, poison spray
- 6th-level (3 spell slots): acid arrow, cloudkill, confusion, disintegrate, grease, hold monster, lightning bolt, phantasmal killer, shatter, sleep, stinking cloud
ACTIONS
Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) piercing damage.
Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.
Dagger (7). Ranged Weapon Attack: +8 to hit, range 20/60, one target. Hit: 6 (1d4+4) piercing damage.
*Combat Pistol. Ranged Weapon Attack: +8 to hit, range 100/400, one target. Hit: 12 (2d6+4) bludgeoning and piercing damage.
Grenades (2 flash, 2 frag). The Joker throws up to 2 grenades at separate targets within 60 feet as an action. Any creature within a grenade’s area of effect (20 feet) makes a DC 17 Dexterity saving throw or takes the grenades damage (a successful save halves this damage).
*Combat Pistols are not a part of Book of Exalted Darkness (they appear in 2099 Wasteland and Hypercorps 2099 5e).
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