Base Class: Sorcerer
You have been given the mysterious powers of the jokers, over time learn and gain new cards in order to support your team mates in their future battles with the cards dealt from the decks you are given. Master this power and the house itself will give you the ultimate powe
Buffoon Deck
Starting at level 1, you can draw a physical manifestation of fate itself in the form of a card that aids you in battle. As a bonus action you can roll a d20 a number of times equal to your charisma modifier+ proficiency. When you pull a card from the deck you can immediately burn it or store it. Stored cards can be burnt with a bonus action(unless specified).You may store up a number of cards equal to your proficiency bonus. When you draw a card but have full joker slots you can choose to destroy a stored card providing no bonus and store your new card.
Deck
| D20 | CARD |
|---|---|
|
1-2 |
Joker: When making any attack you may use a reaction to burn this card and can roll an addition damage die and add half of it rounded down(minimum of 1) to the damage |
|
3-4 |
Missprint: As a bonus action you can burn this card and roll a d12 and on a 1-11 add it to your ac but on a 12 half it. This lasts until the start fold your next turn |
|
5-6 |
Gros Michel: As a bonus action you can burn this card and roll a d6 and on a 6 the card is instantly destroyed but on a 1-5 gain a +5 to attack till the start of your next turn |
|
7-8 |
Mime: As a bonus action you can burn this card and for the next 3 turns can can use a bonus action to repeat the same action you had taken with your action so long as it’s an attack, dash, magic item ability, or a spell |
|
9-10 |
Joker Stencil: As a bonus action you can burn this card and for every empty Joker slot add a +1 to attack and a +1 to AC however if there are no empty slots you instead only add a +1 do attack and AC. This lasts until the beginning of your next turn |
|
11-12 |
Chaos the Clown: As a reaction you can burn this card and reroll 1 dice and you must use your new roll |
|
13-14 |
Pareidolia: As a bonus action you can burn this card and for the next 5 turns all actions are considered repeated actions |
|
15-16 |
Card Ship: As a bonus action you can burn this card and you gain a +3 to an action as long as it is a repeated action(an action that was used in the previous round) |
|
17-18 |
Fibunatchi: As a reaction you can burn this card and until the end of your next turn any number rolled below a 5 is added onto itself |
|
19-20 |
Mr Bones: When you are dropped to 0hp in combat by an enemy missing at least a quarter of its max hp this card instantly burns and brings you to full HP |
Cheaters Always Prosper
Starting at 6th level, Once per long rest you may roll a d20 and whenever you draw a card you can use your reaction to instead use the number you had previously rolled
Mega Buffoon Deck
At 14th level, you’re able to draw even further through the folds of fate and have gained access to some brand new cards. This deck now replaces your old deck and allows you to draw 2 cards in a singular turn by rolling 2 die.
Deck
| D20 | CARD |
|---|---|
|
1-2 |
Chaos the Clown: As a reaction you can burn this card and reroll 1 dice and you must use your new roll
|
|
3-4 |
Gros Michel/Cavendish: If you draw this card you will get Gros Michel, however if Gros Michel has destroyed itself you will instead get Cavendish: as a bonus action you can activate this card even if in a joker slot and for the next 3 rounds you gain a +6 to attack and Ac but at the top of every round roll a d20 and on a 1 it is destroyed early |
|
5-6 |
Mime: As a bonus action you can burn this card and for the next 3 turns can can use a bonus action to repeat the same action you had taken with your action so long as it’s an attack, dash, magic item ability, or a spell |
|
7-8 |
Hanging Chad: As a bonus action you can burn this card and you will repeat the first action you took in combat twice with no cost of action(besides bonus action) or spell slot |
|
9-10 |
Joker Stencil: As a bonus action you can burn this card and for every empty Joker slot add a +1 to attack and a +1 to AC however if there are no empty slots you instead only add a +1 do attack and AC. This lasts until the beginning of your next turn |
|
11-12 |
Hologram: When this card is stored, every time you skip your turn in combat adds .5 to the cards bonus and as a bonus action you may burn this card and gain an increase to attack and AC equal to the cards value for a number of turns equal to the turns skipped |
|
13-14 |
Mr Bones: When you are dropped to 0hp in combat by an enemy missing at least a quarter of its max hp and this card is stored in a joker slot it instantly burns and brings you to full HP |
|
15-16 |
Burnt Joker: As a reaction you can burn this card to increase the level of a spell by 1 but you will be unable to use that spell for the rest of combat |
|
17-18 |
Blueprint: As a bonus action you can burn this card and it will repeat the effect of the last non blueprint joker used |
|
19-20 |
Chiot(L): As a bonus action you can burn this card and gain immunity to one damage type for the next 10 minutes(10 rounds) |
The Ultimate Card
Once you’ve mastered the art of the joker the house will grant you “The Joker’s requiem” card. An amalgamation of every joker you've ever collected, this card will grant the person you use it on ultimate power. You've been given a gift from the very creator of the joker that breaks reality at its core and you wont waste it.
The Joker’s requiem: If you have 5 legendary jokers in your joker slots you will be given the option to fuse them all in order to create the joker’s requiem, the ultimate card that grants the user the ability to upgrade an ally's attack to its maximum level then square that amount as the final damage output for one turn and one turn only then it will return to its original level. Example: if a base level fire ball deals 8d6 then you use The Joker's requiem on it, it will now be at its maximum level, 14d6, then be squared, (14d6)^2, which would equal 7056 hit points.
Once this joker is used it will be destroyed and you will be unable to use this card for a 1d20+7 days and your joker slots will be unusable until the next morning so use it wisely
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