Fire Synergy. Joker is not only immune to Fire damage but will heal for half of the damage dealt.
Flame Fist. As a Bonus Action, "Flame Fist" Joker can ignite his hand wraps and his unarmed strikes will deal an extra 1d4 Fire Damage if they land.
Spellcasting. "Flame Fist" Joker is an 8th-level spellcaster. Its spellcasting ability is Consitution (spell save DC 13, +4 to hit with spell attacks). "Flame Fist" Joker has the following spells prepared:
Cantrips (at will): Fire Bolt, Produce Flame
1st level (4 slots): Burning Hands, Hellish Rebuke
2nd level (2 slots): Scorching Ray, Flame Blade
3rd level (1 slots): Fireball
4th level (1 slot): Wall of Fire
Multiattack. "Flame Fist" Joker will punch a creature four times in one Action.
Action Melee Attack. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 13 (4d4 + 10) bludgeoning damage.
Fire Flash. If a creature of the same size or one size smaller/larger would land a melee attack, they have to make a DC 13 Con. Saving Throw. If the creature has darkvision, they have disadvantage. On fail, the attack misses.
Description
A Bounty Hunter is someone who is affiliated with the World Law but is able to operate without the restraints of the rules the World Law has to abide by. They mainly hunt down Outlaws and turn them in for a reward. They also have a duty to follow any order from a Letuinent or above if given.
"Flame Fist" Joker is someone who enjoys the thrill of anything. He'll start a fight without hesitation just see if he is in over his head. He knows when he can't win a fight but sometimes it doesn't stop him from trying. With a high impulse and his patience running on fumes, Joker tends to jump to conclusions and solve things by the most dramatic means possible. All. For. Laughs.
Previous Versions
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9/12/2020 6:22:05 PM
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Coming Soon
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