Joke Smith
Level 8 (0/48000 XP for level-up)
Background Reveler
Size Medium
Species Dragonborn
Warlock
Subclass Great Fool Patron
Level 8
Hit dice 8/8
1d8+4

STR 13
+1
STR save: +1
DEX 15
+2
DEX save: +2
CON 18
+4
CON save: +4
INT 15
+2
INT save: +2
WIS 20
+5
WIS save: +8
CHA 20
+5
CHA save: +8

Initiative (DEX)
+2
Speed
30 ft
Passive Perception
15
Heroic Inspiration
Armor Class (AC)
13
Leather Armor
Hit Points
75 / 75
Death Saves
Succeeded
Failed
Exhaustion


Spellcasting
Attack mod
+8
Ability
CHA
Abi Mod
+5
Save DC
16
Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
pike +8 CHA 1d10 peircing
  Properties: Heavy, Reach, Two-Handed Push
great axe +8 CHA 1d12 slashing
  Properties: Heavy, Two-Handed Cleave
warhammer +8 CHA 1d8 bludgeoning
  Properties: Versatile (1d10) Push
heavy crossbow +8 CHA 1d10 peircing
  Properties: Ammunition (Range 100/400; Bolt), Heavy, Loading, Two-Handed Push
Armor ( AC Mod: +0 )
W T  Armor AC D Properties
Leather Armor 13
Skills
P/E Bonus Skill Abi
+2 Acrobatics DEX
+5 Animal Handling WIS
+2 Arcana INT
+1 Athletics STR
+8 Deception CHA
+2 History INT
+5 Insight WIS
+8 Intimidation CHA
+2 Investigation INT
+5 Medicine WIS
+2 Nature INT
+5 Perception WIS
+8 Performance CHA
+5 Persuasion CHA
+2 Religion INT
+2 Sleight of Hand DEX
+5 Stealth DEX
+5 Survival WIS

+6 Expertise Bonus
+3 Proficiency Bonus
Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Eldritch Blast
+8
Action 120 feet Instantaneous 1d10 V, S
 Notes:   You hurl two beams of crackling energy. You can direct the beams at the same target or at different ones. Make a ranged spell attack against a creature or object in range. On a hit, the target takes 1d10 Force damage.
Chill Touch
+8
Action Touch Instantaneous 2d10 V, S
 Notes:   Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 2d10 Necrotic damage, and it can’t regain Hit Points until the end of your next turn.
Toll the Dead
+8
Action 60 feet Instantaneous V, S

Level 4 Spells
2 slots

NAME AB CAST RNG DUR DMG CMP #
fly
+8
action touch C, 10 mins vsm
 Notes:   You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.
summon aberration
+8
action 90 feet C, 1hour vsm
 Notes:   You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer, or Slaad. The creature resembles an Aberration of that kind, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to you and your allies. In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block. Aberrant Spirit Medium Aberration, Neutral Armor Class: 11 + the spell’s level Hit Points: 40 + 10 for each spell level above 4 Speed: 30 ft.; Fly 30 ft. (hover; Beholderkin only) STR (Mod/Save) DEX (Mod/Save) CON (Mod/Save) INT (Mod/Save) WIS (Mod/Save) CHA (Mod/Save) 16 (+3/+3) 10 (+0/+0) 15 (+2/+2) 16 (+4/+4) 10 (+0/+0) 6 (-2/-2) Immunities Psychic Senses: Darkvision 60 ft., Passive Perception 10 Languages: Deep Speech, understands the languages you know Challenge Rating: None (XP 0; PB equals your Proficiency Bonus) Traits Regeneration (Slaad Only). The spirit regains 5 Hit Points at the start of its turn if it has at least 1 Hit Point. Whispering Aura (Mind Flayer Only). At the start of each of the spirit’s turns, the spirit emits psionic energy if it doesn’t have the Incapacitated condition. Wisdom Saving Throw: DC equals your spell save DC, each creature (other than you) within 5 feet of the spirit. Failure: 2d6 Psychic damage. Actions Multiattack. The spirit makes a number of attacks equal to half this spell’s level (round down). Claw (Slaad Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 3 + the spell’s level Slashing damage, and the target can’t regain Hit Points until the start of the spirit’s next turn. Eye Ray (Beholderkin Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 150 ft. Hit: 1d8 + 3 + the spell’s level Psychic damage. The spirit makes a number of attacks equal to half this spell’s level (round down). Psychic Slam (Mind Flayer Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit:1d8 + 3 + the spell’s level Psychic damage.
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0
Treasure and Equipment

Leather Armor, Sickle, 2 Daggers, Arcane Focus (orb), Book (occult lore), Scholar's Pack, Musical Instrument (same as above), Ball Bearings, Costume (jovial character with a laughing mask), Hunting Trap, Manacles, 3 Torches (for juggling), Traveler’s Clothes




Proficiencies, Languages, and Talents

Armor: Light armor
Weapons: Simple weapons
Tools: None
languages: common, draconic, elvish, abyssal




Features & Traits

Species


Chaotic Ancestry. At the end of a long rest choose one of the following damage types: Acid, Cold, Fire, Force, Lightning, Poison, Psychic, Radiant, or Necrotic. Your choice affects your Breath Weapon and Damage Resistance traits as well as your appearance.


Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 2d10 damage of the type determined by your Chaotic Ancestry trait. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10).


Damage Resistance. You have Resistance to the damage type determined by your Chaotic Ancestry trait.


Darkvision. You have Darkvision with a range of 60 feet.


Draconic Flight. When you reach character level 5, you can channel draconic magic to give yourself temporary flight. As a Bonus Action, you sprout spectral wings on your back that last for 10 minutes or until you retract the wings (no action required) or have the Incapacitated condition. During that time, you have a Fly Speed equal to your Speed. Your wings appear to be made of the same energy as your Breath Weapon. Once you use this trait, you can't use it again until you finish a Long Rest.


Class


Magical Cunning. You can perform an esoteric rite for 1 minute. At the end of it, you regain expended Pact Magic spell slots but no more than a number equal to half your maximum (round up). Once you use this feature, you can’t do so again until you finish a Long Rest.


Subclass


Killing Joke. You see the humor in everything—especially in the end of things. When a creature you can see within 60 feet of you takes damage or fails a saving throw, you can take a Reaction to cast Vicious Mockery on that creature. You can use this Reaction a number of times equal to your Charisma modifier (minimum of once). You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.


Jester's Japes. By calling down an aspect of the Great Fool, you can curse your foes. As a Magic action, you target a creature you can see within 60 feet of you and force it to succeed on a Charisma saving throw against your spell save DC or suffer one of the following curses (your choice).
Flower Spurt. You spray a strange liquid at the creature’s eyes, giving it the Blinded condition.
Clown Shoes. The creature’s feet or similar appendages grow to awkwardly exaggerated proportions. The creature's Speed is halved, and it has Disadvantage on ability checks and saving throws that rely on Dexterity.
Honk Honk. The creature emits sounds, such as honks, chimes, or squeaks, that are audible out to 100 feet with every movement, no matter how slight. The creature can’t benefit from the Invisible condition.
Jolly Arms. Any weapon or Unarmed Strike the creature attacks with, including natural weapons such as fangs and claws, takes on a comical appearance as if it were made of wood, stuffed cloth, or balloons. The target deals half damage with weapon attacks and Unarmed Strikes.


The curse lasts for 1 minute. The creature repeats the saving throw at the end of each of its turns, ending the curse on a success.


Once you use this feature, you can’t do so again until you finish a Short or Long Rest.


Eldritch Invocations


Pact of the Blade. As a Bonus Action, you can conjure a pact weapon in your hand—a Simple or Martial Melee weapon of your choice with which you bond—or create a bond with a magic weapon you touch; you can’t bond with a magic weapon if someone else is attuned to it or another Warlock is bonded with it. Until the bond ends, you have proficiency with the weapon, and you can use it as a Spellcasting Focus.


Whenever you attack with the bonded weapon, you can use your Charisma modifier for the attack and damage rolls instead of using Strength or Dexterity; and you can cause the weapon to deal Necrotic, Psychic, or Radiant damage or its normal damage type.


Your bond with the weapon ends if you use this feature’s Bonus Action again, if the weapon is more than 5 feet away from you for 1 minute or more, or if you die. A conjured weapon disappears when the bond ends.


Thirsting Blade. You gain the Extra Attack feature for your pact weapon only. With that feature, you can attack twice with the weapon instead of once when you take the Attack action on your turn.


Improved Pact Weapon. You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells. In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.


Master of Myriad Forms. You can cast Alter Self without expending a spell slot.


One with Shadows. While you’re in an area of Dim Light or Darkness, you can cast Invisibility on yourself without expending a spell slot.


Agonizing Blast. You can add your Charisma modifier to Vicious Mockery’s damage rolls.



FEATS
SPEEDY:
Ability Score Increase. Increase your Dexterity or Constitution score by 1, to a maximum of 20.


Speed Increase. Your Speed increases by 10 feet.


Dash over Difficult Terrain. When you take the Dash action on your turn, Difficult Terrain doesn't cost you extra movement for the rest of that turn.


Agile Movement. Opportunity Attacks have Disadvantage against you.



SKULKER:
Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.


Blindsight. You have Blindsight with a range of 10 feet.


Fog of War. You exploit the distractions of battle, gaining Advantage on any Dexterity (Stealth) check you make as part of the Hide action during combat.


Sniper. If you make an attack roll while hidden and the roll misses, making the attack roll doesn’t reveal your location.



Magic Items

MASK OF TENGU: Duplicitous Duplication. While wearing this mask, you can use a bonus action to create a perfect illusory image of yourself. When you create the duplicate, you can choose to have it step out of your own form into an unoccupied space adjacent to you, or you can have it appear in your space while you move into an unoccupied adjacent space without provoking opportunity attacks. This duplicate lasts for 1 minute, or until you dismiss it as a bonus action. As part of the bonus action used to create the duplicate and as a bonus action on subsequent turns, you can have the illusory duplicate move up to your speed to a space you can see. The illusion is indistinguishable from yourself, and creatures can’t tell the difference until they see you physically interact with something (such as hitting a target with an attack) or see the illusion fail to physically interact with some- thing (such as being hit with an attack, which passes right through it). Once this property has been used, roll a d4. On a 3 or lower, it can’t be used again until the next dawn. Switcheroo. While wearing this mask, when you are the target of an attack by a creature you can see, but before the creature makes its attack roll, you can use your reaction to try to switch places with a creature no more than one size larger than you that you can see within 30 feet of you. If the creature is unwilling, it must make a DC 13 Charisma saving throw. If the creature is willing or fails the saving throw, you switch places, and the creature becomes the new target of the attack. Alternatively, you can choose to switch places with the illusory duplicate created by the Duplicitous Duplication property. Once this property has been used, it can’t be used again until the next dawn.


HORIZONS REACH: The Scholars of the Dark Dawn seek, above all else, to understand the stars. They believe the movements of celestial bodies can reveal the secrets of fate and allow one to directly intervene in the schemes of destiny. Prosthesis Properties. This prosthesis can replace or enhance an arm. It has the Hookshot (30 ft.) property. Instead of firing a hook and rope, this prosthesis fires the hand itself, bound by a gravitational tether that cannot be damaged or destroyed. It otherwise functions in the same way. Gravitational Anchor. As an action while your hookshot hand is attached to a target, you can reel yourself in. When you do, you move up to 30 feet in a straight line towards the hand. Additionally, while your hookshot hand is attached and you are within 15 feet of it, you have a flying speed of 15 feet. Orbital Binding. As an action, you can send a series of expanding rings to bind a creature you can see within 60 feet of you. The creature must succeed on a DC 13 Strength saving throw or take 5d6 force dam- age and become restrained for 1 minute or until your concentration ends (as if concentrating on a spell). While restrained in this way, the target hovers in the center of the rings. As a bonus action, you can move a target restrained in this way up to 10 feet in any direction, including vertically. At the end of each of its turns, the target can repeat the saving throw, ending the effect on a success.


MISTHUNTER CLOAK: This item has 10 charges and regains 2d6 + 4 ex - pended charges daily at dawn. Fleeting Shadows. When you start your turn in dim light or darkness while wearing this cloak, your speed increases by 10 feet until the end of your turn. Shadow Dance. Whenever you are the target of a melee attack from a creature in dim light or darkness while wearing this cloak, you can use your reaction to expend 1 charge and teleport to an unoccupied space within 5 feet of the attacking creature. As you teleport, you wreath yourself in protective shadow, gaining a +2 bonus to AC until the start of your next turn. 20 Theme 2: Four Factions Benedetta Abbate Deadly Passage. As an action while wearing this cloak, you can expend 4 charges to turn your physical form into a deadly mist and move up to 30 feet in a straight line without provoking opportunity attacks, passing through creatures and gaps as narrow as 1 inch wide, returning to your normal form at the end of the movement. Each creature you pass through must make a DC 15 Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one. If you end this movement occupying the same space as an object or creature, you take 1d10 force damage and are shunted to the nearest unoccupied space.





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