Diablo® III

Diablo III Character Class Concept: Jester

*Edited some skills*

The general theme for this class is that it focuses on being positive, free, and always happy and moving forward despite the odds; most of the classes now focus on might, pride, revenge or faith - characteristics that are in my opinion unnervingly serious. Fighting the Evils doesn't always need to be stoic in nature - just look at Covetous Shen! In line with this idea of a fun-loving, demon fighting hero, you will notice several skills and references to popular culture, comics, movies, music, and other games - in my opinion a distinct quality of Blizzard and their games that makes adventuring a not so boring and straightforward chore. On a more serious note, the Court of Jesters also aims to positively influence politics in secret for the good of all.

So enjoy my fellow Nephalem! It is with great pride that I present to you the Jester. Lemme know what you think!

P.S. Can anyone draw a good concept sketch for my humble character class? I can't draw to save my life. Thanks!

Jester

 Versatile close range to mid-range hero
 Dexterity-based damage
 Resource: Mirth
• Increases steadily as the Jester moves about, and remains constant when
standing still.
• Replenished by Mirth Generators
• Allows the use of powerful attacks and crowd control skills
 Has pets – puppets
 Unique Equipment: Whips, Marottes, and Jester’s Masks
• Can dual-wield whips
• Marottes are off-hand items that provide bonuses

Active Skills

A. Primary

a. Sucker Punch
i. Generate: 7 Mirth per attack
ii. Launch a quick surprise blow to the target that deals 247% weapon damage as Physical

Skill Runes
1. Begrudging Hit
i. Increase damage to 294% weapon damage as Fire and adds a 1% Critical Hit Chance.
2. Jab at Everyone
i. Hit enemies within 9 yards for 215% weapon damage as Poison.
ii. Critical Hits generate an additional 1 Mirth for each enemy hit.
3. Funny Bone
i. Each hit has a 6% chance to cause the Infectious Laughter State to the target.
4. Gigantic Forearm
i. Hit enemies up to 15 yards in front of you for 226% weapon damage as Arcane.
ii. Each hit has a 35% chance to Stun enemies for 1 second.
5. Sucking Punch
i. You heal 0.2% of your maximum Life per hit.
ii. Sucker Punch’s damage turns into Cold.

b. Pirouette Strike
i. Generate: 6 Mirth per attack
ii. Spin around and hit all enemies within 12 yards for 195% weapon damage as Physical.

Skill Runes
1. Mosh
i. Enemies hit have a 50% chance to be knocked up into the air.
i. Pirouette Strike's damage turns into Fire.
2. Blissful Dance
i. Critical Hits generate an additional 2 Mirth for each enemy hit.
ii. Pirouette Strike’s Damage turns into Arcane.
3. Captivate
i. Enemies hit are slowed by 60% for 2 seconds.
ii. Piroutte Strike’s damage turns into Cold.
4. Self-Indulgence
i. Pirouette Strike’s attack speed increases by 6% for 4 seconds with each spin. This
effect stacks up to 4 times.
5. Draw the Crowd
i. Each attack has a 30% chance to pull enemies up to 22 yards away and Stun them for
1 second.

c. Mad Swipe
i. Generate: 6 Mirth per attack
ii. Swing wildly at your enemies up to 20 yards before you, dealing 205% weapon damage
as Physical.
iii. Enemies hit have a 20% chance to flee in Fear for 2 seconds.

Skill Runes
1. Painful Barbs
i. Enemies hit also receive 100% weapon damage as Poison over 4 seconds.
ii. Mad Swipe’s damage turns into Poison.
2. Swiping Spree
i. Mad Swipe’s attack speed is increased by 7%.
ii. Critical Hits generate an additional 1 Mirth for each enemy hit.
3. Ominous Swing
i. Increase damage to 221% weapon damage as Cold.
ii. Enemies fleeing in Fear take 15% additional damage from all attacks.
4. Unstable Momentum
i. Each attack has a 35% chance to hit all enemies within 30 yards.
ii. Mad Swipe’s damage turns into Fire.
5. Downward Thrust
i. Strike all enemies up to 45 yards directly ahead of you for 240% weapon damage as Arcane.

d. Slap Silly
i. Generate: 6 Mirth per attack
ii. Hit enemies twice with enormous phantom hands, dealing 90% weapon damage as
Physical per hit.

Skill Runes
1. Reddening Palms
i. Each attack has a 33% chance to deal a third slap for 90% weapon damage.
ii. Slap Silly’s damage turns into Fire.
2. Spiteful Claws
i. Critical Hits deal 30% more damage.
ii. Slap Silly’s damage turns into Poison.
3. Swat
i. Smash enemies to the ground with a colossal hand for 202% weapon damage as Cold.
Enemies hit have a 15% chance of being Immobilized for 2 seconds.
4. Knock Over
i. Swing a massive phantom arm at enemies in front of you, dealing 229% weapon
damage as Arcane.
ii. Enemies hit have a 20% chance to be knocked up into the air.
5. Sadistic Blows
i. Enemies affected by Stupor, Infectious Laughter, or Mind Breaker take 50% additional
damage per hit.

B. Secondary

a. Spectral Tendril
i. Cost: 20 Mirth
ii. Strike enemies up to 40 yards away with a phantasmal whip for 420% weapon damage
as Physical.

Skill Runes
1. Angel’s Wing
i. Reduce the Mirth cost to 17.
ii. Enemies hit have a 25% chance to be Blinded for 1.5 seconds.
iii. Spectral Tendril’s damage turns into Arcane.
2. Ivy Whip
i. A venomous plant appears at the impact location that shoots needles at nearby
enemies for 5 seconds, dealing 96% weapon damage as Poison.
ii. Spectral Tendril’s damage turns into Poison.
3. Dragon’s Tail
i. Increase damage to 729% weapon damage as Fire.
4. Sonic Boom
i. An explosion occurs at the target location 0.5 second after the initial strike, dealing
105% weapon damage as Physical to all enemies within 30 yards.
5. Ghost’s Hair
i. Enemies hit are Slowed by 80% for 4 seconds.
ii. Spectral Tendril’s damage turns into Cold.

b. Headspin Kick
i. Cost: 12 Mirth
ii. Perform a headspin and deliver multiple kicks to all enemies in your path for 277%
weapon damage as Physical.
iii. While headspinning, you move at 75% movement speed.

Skill Runes
1. Taunting Bells
i. Bells on your armor ring as you attack, forcing enemies within 6 yards to focus on you
for 3 seconds.
2. Flexile
i. Gain 7% chance to dodge attacks while attacking.
ii. Generate 12 Mirth for each attack you successfully dodge while attacking.
3. Sharp Heels
i. Headspin Kick gains 7% increased Critical Hit Chance.
ii. Headspin Kick’s damage turns into Poison.
4. Friction Burn
i. Burn the ground you pass on as you attack, searing enemies for 77% weapon damage
per second as Fire.
ii. Headspin Kick’s damage turns into Fire.
5. Stalactite
i. Shoot icicle spears from your feet as you spin that pierces through enemies for 130%
weapon damage as Cold.
ii. Headspin Kick’s damage turns into Cold.

c. Giant’s Mallet
i. Cost: 20 Mirth
ii. Bludgeon enemies with a massive mallet, dealing 660% weapon damage as Physical.
iii. Critical hits have a 30% chance to Stun enemies for 2 seconds.

Skill Runes
1. A Thousand Tons
i. Increase damage to 798% weapon damage as Physical.
2. Absurd Proportions
i. Increase the size of the mallet to cover 20 yards.
ii. Giant’s Mallet’s damage turns into Arcane.
3. Soul Asunder
i. Swing a massive scythe that deals 660% weapon damage as Cold.
ii. Each swing has a 1% chance to take away 10% of the enemy’s remaining Life.
4. Tenderizer
i. Enemies hit by Giant’s Mallet deal 10% less damage for 4 seconds.
ii. Giant’s Mallet’s Damage turns into Fire.
5. Bloody Mess
i. Heal 3214 of your Life per Hit.
ii. Enemies killed by Giant’s Mallet explode in a bloody shower, healing you and your
allies within 10 yards for 7327 Life.

d. Card Blades
i. Cost: 12 Mirth
ii. Throw razor-sharp cards that slice the target and all other enemies within 16 yards for
495% weapon damage as Physical.

Skill Runes
1. The Joker
i. Critical Hits generate 5 Mirth and Immobilize enemies for 1.5 seconds.
2. The Crowns
i. Enemies hit by Card Blades have a 15% chance to be Frozen for 2 seconds.
ii. Card Blade’s damage turns into Cold.
3. The Serpents
i. The cards have a 25% chance to explode into a tangle of snakes, dealing 720%
weapon damage as Poison over 5 seconds.
ii. Card Blade’s damage turns into Poison.
4. The Lions
i. The cards have a 30% chance to burst into fiery lions, scorching nearby enemies for
400% weapon damage as Fire over 5 seconds.
5. The Stars
i. The cards spin around you and allies within 50 yards, lacerating enemies for 330%
weapon damage per second as Arcane. Lasts 60 seconds.
ii. Each hit has a 1% chance to take away 10% of the enemy’s remaining Life.

C. Defensive
a. Mysterious Curtain
i. Cooldown: 24 seconds
ii. Create a 16 yard magical curtain that Charms enemies that pass through for 8
seconds. Lasts 10 seconds.

Skill Runes
1. Laced Tapestry
i. Enemies pass through a curtain of blight that deals 420% weapon damage as Poison
over 3 seconds
2. Distortion
i. Enemies that pass through are teleported a short distance.
3. Extended Run
i. Enemies that pass through are Charmed for 10 seconds.
ii. Increase the duration of the curtain to 12 seconds.
4. Grand Theater
i. Increases the width of Mysterious Curtain to 20 yards.
5. Limelight
i. The curtain increases you and your allies’ resistance to all damage types by 15% for
10 seconds when passing through it.

b. Cage of Swords
i. Cooldown: 20 seconds
ii. Stab the target with barrage swords for 921% weapon damage as Physical and
Immobilize it for 6 seconds.

Skill Runes
1. Poison Point
i. Decrease the cooldown to 17 seconds.
ii. Stab the target with blades lined with venom, dealing 1445% weapon damage as
Poison over 6 seconds.
2. Cold Cuts
i. Frozen blades pierce outward from the target’s body for 921% weapon damage as Cold
and fly in all directions, dealing 500% weapon damage as Cold to enemies within 20
yards.
ii. Enemies hit have a 60% chance to be Frozen for 3 seconds.
3. Sword Squall
i. Skewer all enemies within a 16 yard wide area for 1305% weapon damage as Physical.
ii. Enemies hit are Immobilized for 4 seconds.
4. Blade Fence
i. Create a 16 yard circle of spinning blades around you that closes in to push and slice
enemies for 800% weapon damage as Physical over 4 seconds.
ii. Enemies hit are Slowed by 60% for 8 seconds.
5. Open Wounds
i. The target Bleeds for 2110% weapon damage over 10 seconds.

c. Confetti
i. Cooldown: 16 seconds
ii. Create a shower of confetti within 10 yards that causes enemies to suffer a 35%
chance to miss with attacks. Lasts 5 seconds.

Skill Runes
1. Distracting Colors
i. Increase the enemies’ chance to miss to 60%.
2. Paper Blades
i. Confetti also cuts enemies for 595% weapon damage as Physical over 5 seconds.
3. Encore
i. A second shower of confetti falls 3 seconds after the first one ends, causing enemies
to suffer a 35% chance to miss with attacks. The second shower lasts 3 seconds.
4. Topsy-turvy
i. Reduce the cooldown to 12 seconds.
5. Magnanimity
i. Increase the shower width to 16 yards.

D. Puppetry

a. Corpse Puppet
i. Cooldown: 60 seconds
ii. Animate a corpse’s body with strings to fight by your side.
iii. The Corpse Puppet attacks for 95% of your weapon damage as Physical per hit.

Skill Runes
1. Jumper
i. Your Corpse Puppet can jump at enemies up to 25 yards away, dealing 180% weapon
damage as Physical and Stunning enemies within 10 yards for 1 second.
2. Five Fingers
i. Control 5 Corpse Puppets at the same time, each dealing 60% of your weapon damage
as Poison.
3. Ten Fingers
i. Control 10 Corpse Puppets at the same time for 15 seconds. Each Corpse Puppet
deals 50% of your weapon damage as Cold, and Chills enemies they hit for 1 second.
4. Grim Appendages
i. Animate flaming corpse arms to surround you and grapple nearby enemies for 125%
weapon damage per second as Fire. Enemies hit have a 30% chance to be
Stunned for 1 second. Lasts 120 seconds.
5. Conglomeration
i. Animate a grotesque construct of corpse body parts that deals 150% of your weapon
damage as Physical. The Corpse Puppet occasionally vomits blood and bony spikes at
enemies, dealing 260% of your weapon damage as Physical.

b. Marionette
i. Cooldown: 60 seconds
ii. Animate a wooden figure with strings that deals 75% of your weapon damage as
Physical. Each attack of your Marionette generates 1 Mirth.

Skill Runes
1. Concealed Needles
i. Your Marionette gains the ability to shoot poisonous needles from its body, dealing
220% of your weapon damage as Poison to all enemies within 12 yards.
2. Elated Visage
i. Increase the Mirth generated per attack to 2.
ii. Attacks by your Marionette gain a 15% chance to cause the Infectious Laughter State
to enemies within 12 yards.
3. Oil Barrel
i. Your Marionette gains the ability to douse enemies in oil, Slowing them by 60% for 5
seconds. Doused enemies ignite when hit by Fire Skills, dealing 1200% weapon
damage over 5 seconds as Fire.
4. Powder Keg
i. Increase the damage of your Fire Skills by 5%.
ii. When the Marionette dies or encounters at least 8 enemies within 16 yards, it
explodes and deals 2500% of your weapon damage as Fire to all enemies within 30
yards.
5. Magnum Opus
i. Animate a massive Marionette that deals 200% of your weapon damage as Arcane to
melee attackers. The Marionette also gains the ability to occasionally create
an energy field around it that causes enemy projectiles to bounce back to the attacker.

c. Hand of Fate
i. Cooldown: 120 seconds
ii. A mysterious hand appears over you and supports your movement with strings for 20
seconds, increasing attack speed by 25% and Critical Hit damage by 75%.

Skill Runes
1. Strange Assistance
i. Allies within 16 yards also receive the effects of Hand of Fate for 7 seconds.
2. Sleight of Hand
i. The mysterious hand pulls you off the ground, increasing your movement speed by
20% and causing all ground attacks to miss.
3. Grasp of Fate
i. Reduce Cooldown to 100 seconds.
4. Fate Bound
i. Increase your Dodge Chance by 25%. You gain 5 Mirth for each attack you
successfully dodge.
5. Synchronize
i. Increase attack speed to 30% and Critical Hit Damage to 100%.

d. Razor Wires
i. Cost: 30 Mirth
ii. Wrap up to 5 enemies with razor-sharp strings, dealing 695% weapon damage as
Physical over 5 seconds.
iii. Enemies have a 15% chance to be controlled to fight for you for 5 seconds.

Skill Runes
1. Arcane Threads
i. Reduce the Mirth Cost to 20.
ii. Razor Wire’s damage turns to Arcane.
2. Stymie
i. Place wires over an area that Slow enemies by 60% and deal 350% weapon damage
per second as Physical. Lasts 5 seconds.
3. Wire Lance
i. Strike enemies up to 45 yards directly ahead of you for 695% weapon damage as
Physical. Enemies hit Bleed for 600% weapon damage over 5 seconds as Physical.
4. Spider Web
i. Create a web of sticky wires that traps enemies that run into it, immobilizing them for 2
seconds and deals 1030% weapon damage over 3 seconds as Poison. Lasts 10
seconds.
ii. You may have 2 webs active at a time.
5. Lord of the Strings
i. Bind the limbs of up to 8 enemies, dealing 816% weapon damage as Physical over 5
seconds.
ii. Increase chance to control enemies to 25%.

E. States

a. Infectious Laughter
i. Cooldown: 45 seconds
ii. Laugh hysterically, causing enemies within 22 yards to go into a State of uncontrollable
fit, interrupting their attacks for 1 second every 3 seconds. Lasts 9 seconds.

Skill Runes
1. Cacophony
i. Enemies are interrupted for 2 seconds every 2 seconds. Lasts 10 seconds.
2. Boisterous Laughter
i. Increase the radius to 28 yards.
3. Mayhem
i. Enemies release a pulse of energy whenever they are interrupted that deals 150%
weapon damage as Arcane to enemies within 8 yards.
4. Side Splitter
i. Enemies receive 20% more damage from Critical Hits.
5. In the Mouth of Madness
i. Enemies are no longer interrupted but have a 40% chance to damage themselves when
attacking.

b. Stupor
i. Cooldown: 30 seconds
ii. Release a blast of psychic energy around you, causing enemies within 22 yards to
enter a State of lethargy, decreasing their damage by 15% for 2 seconds every 3
seconds. Lasts 12 seconds.

Skill Runes
1. Heavy Mind
i. Increase damage reduction to 20%.
2. Unsteady
i. Enemies are also Slowed by 80%.
3. Frailty
i. Enemies take 10% more damage from all attacks.
4. Indiscriminate
i. Enemies have a 50% chance to be Charmed for 7 seconds.
5. Prolonged Agony
i. Stupor lasts 22 seconds.

c. Mind Breaker
i. Cooldown: 15 seconds
ii. Project psychic energy to the target that knocks it back 10 yards, lowering its
resistance to all types by 25% for 9 seconds.

Skill Runes
1. Soul Breaker
i. Lower the resistance of the enemy to all types by 35% for 8 seconds.
2. Denervate
i. Reduce Cooldown to 12 seconds.
ii. Enemies that die while under Mind Breaker have a 25% chance to drop a Health Globe.
3. Mind Eater
i. Attackers heal for 1% of their maximum Life when damaging enemies under Mind
Breaker.
4. Mental Siphon
i. Attacks you make against enemies under Mind Breaker generate 2 Mirth.
5. Inception
i. Charm the target for 5 seconds. Enemies that the target hits have a 55% chance to be
Charmed for 3 seconds. This effect can happen multiple times.

d. Revelry
i. Cooldown: 90 seconds
ii. You and your allies within 50 yards gain a 10% chance to deal twice your damage
when attacking. Lasts 15 seconds.

Skill Runes
1. Ecstasy
i. You and your allies gain 15% increased Resource generation
2. Edge of Glory
i. Reduce Cooldown to 80 seconds.
3. Resonance of Joy
i. Revelry generates 35 Mirth.
ii. Each ally affected increases the chance to deal twice the damage when attacking by
1%.
4. Abrupt Mania
i. Increase the chance to deal twice the damage when attacking to 19%. Lasts 9
seconds.
5. You Only Live Once
i. You and your allies gain 7021 Life per Hit.
ii. Each attack has a 20% chance to reduce your and your allies’ respective cooldowns
by 1 second.

F. Performances

a. Circle of Fate
i. Cooldown: 45 seconds
ii. Create a 24 yard wide area around you that increases the duration of control impairing
effects by 25%. Enemies caught within the circle have a 15% chance to be afflicted by
a random control impairing effect for 4 seconds. Lasts 10 seconds.

Skill Runes
1. Sealing Barrier
i. Create a 18 yard wide circle that prevents enemies from passing through.
2. Tiger’s Den
i. Tigers appear inside the area and attack enemies for 85% of your weapon damage as
Physical.
3. Target Practice
i. Throw knives and axes at all enemies caught inside the circle, dealing 2020% weapon
damage as Poison over 10 seconds.
4. Circus Ring
i. Allies within the circle gain +175 to their highest Attribute.
5. Vertigo
i. Tremors crack and displace the earth within the circle, dealing 125% weapon damage
per second as Physical. Enemies are Stunned for 2 seconds when Circle of Fate ends.

b. Four Arms
i. Cooldown: 30 seconds
ii. Grow an extra pair of arms that wield swords, dealing 80% weapon damage as
Physical to nearby enemies. Lasts 90 seconds.

Skill Runes
1. Blockade
i. The arms wield shields, increasing your Armor by 10%.
2. Magic is Might
i. The arms wield large axes, dealing 105% weapon damage as Arcane to enemies within
12 yards.
3. Twin Lashes
i. The arms wield whips, dealing 90% weapon damage as Cold to enemies up to 35 yards
away.
4. Fire Blade Toss
i. The arms hurl knives and axes at enemies for 50% weapon damage as Fire. Enemies
hit burn for 80% weapon damage as Fire over 2 seconds.
5. Hands from Beyond
i. The arms attack enemies barehanded for 80% weapon damage as Physical. Enemies
hit have a 12% chance to be stringed like a puppet and forced to fight for you for 4
seconds.

c. Fire Dance
i. Cost: 35 Mirth
ii. Attack enemies with flaming poi in a devastating dance of death for 560% weapon
damage as Fire. Every hit causes an explosion that burns enemies within 9 yards for
75% weapon damage as Fire over 3 seconds.

Skill Runes
1. Rancid Incense
i. Each hit has a 40% chance to release a gas cloud that deals 330% weapon damage
as Poison over 4 seconds.
ii. Fire Dance’s damage turns into Poison.
2. Phoenix Flight
i. Enemies hit are set ablaze for 500% weapon damage as Fire over 5 seconds.
ii. Each hit has a 3% chance to restore all Mirth.
3. Ancient Serpent
i. Attack with arcane poi that track and pierce through up to 10 enemies within 25
yards, dealing 785% weapon damage as Arcane.
4. Earth Diver
i. Shoot spear poi into the ground that travel toward enemies within 30 yards and stab
them repeatedly, dealing 389% weapon damage as Physical per hit. Enemies hit have a
15% chance to be immobilized for 2 seconds.
5. Volcanic Strike
i. Lob fiery projectiles from your poi as you attack, leaving pools of fire that deal 200%
weapon damage as Fire per second.

d. Glass Prison
i. Cost:24 Mirth
ii. Cooldown: 30 seconds
iii. Trap up to 3 enemies within glass prisons for 5 seconds. The glass then shatters,
dealing 550% weapon damage as Physical to enemies within 16 yards.
iv. Enemies have an additional 3% chance to be Critically Hit while trapped.

Skill Runes
1. Prism Edge
i. Trapped enemies take 10% additional damage from Non-Physical attacks.
2. Gas Chamber
i. The glass prison is filled with poisonous vapors, choking trapped enemies for 200%
weapon damage per second as Poison. Upon shattering, a poison mist lingers in the
area for 8 seconds, dealing 130% weapon damage per second as Poison to enemies.
ii. Trapped enemies receive 15% more damage from Poison Skills.
3. Chiller
i. The glass prison freezes the enemy, dealing 330% weapon damage per second as
Cold. When the glass shatters, shards of ice pelt enemies within 16 yards for 450%
weapon damage as Cold and Chills them for 4 seconds.
ii. Chilled enemies receive 15% more damage from Cold Skills.
4. Boiling Tank
i. The enemy is boiled within the glass prison for 250% weapon damage per second as
Physical. When it shatters, hot liquid pours out and scalds enemies within 16 yards for
800% weapon damage as Physical over 5 seconds.
ii. Trapped enemies receive 15% more damage from Fire Skills.
5. Eerie Box
i. The glass prison pulses with Arcane energy, dealing 300% weapon damage per second
to all enemies within 16 yards. A brilliant light flashes when it shatters, Blinding all
enemies within 16 yards for 4 seconds.
ii. Blinded enemies receive 15% more damage from Arcane Skills.

Passive Skills
a. Contortionist
i. When there are 5 or more enemies within 12 yards, you gain an additional 20% chance
to dodge melee attacks.
ii. “Bend your bones and move like water. It takes only one hit to fatally wound you”.
- Larika’s last words before entering the Maze of Blades

b. Grace Under Pressure
i. Gain a 15% chance to dodge enemy missiles by cartwheeling. When activated,
movement speed is increased by 30% for 2 seconds. This effect may occur once every
15 seconds.
ii. “Keep calm and be vigilant, for they are watching you”. – Fara Featherfoot teaching
novitiates

c. Jack of All Trades
i. Your resistance to any damage type is the sum of all your resistances equally divided
between each resistance type.
ii. “I am as good as any of you”. – Beni the Braggart

d. Restlessness
i. Gain 10% chance to dodge attacks.
ii. Gain a 40% chance to reduce all cooldowns by 1 second for every attack you Dodge.
ii. “Let us keep moving”.

e. Monster Tamer
i. When dual wielding whips, you gain 10% increased damage. In addition, you gain an
additional 1% Critical Hit Chance for each enemy between 15 and 30 yards of you.
iii. “Anything can be subdued, given the right tools”. – Tales on the Fall of the Early
Jesters

f. Pantomime
i. Each attack has a 4% chance to summon a mime that copies all your attacks for 3
seconds.
ii. “The Jesters of Westmarch are widely known for their ability to copy others’ movements
and skills… to much irritation, that is”.

g. Hoarding
i. Your pick-up radius is increased by 0.1 for each occupied slot in your inventory. In
addition, all skill radii are increased by 10% of your pick-up radius.
ii. “Bring them all. You’ll never know which one will come in handy.” – Rule No. 25,
Apprentice Jester’s tickler

h. Inappropriate Behavior
i. Critical Hits have a 5% chance to increase you and your allies’ damage by 10% for 2
seconds.
ii. “Sometimes, they just don’t know when to stop”. – King Leoric on the execution of his
new court Jester, Limpy Lippy

i. Puppeteer
i. Increase your puppets’ damage by 15% and maximum Life by 10%. In addition, you
may have 1 additional corpse puppet when you use Marionette or Corpse Puppet.
ii. “I could have sworn he had more of those puppets than both my hands could count!”
-The Spy Meirin at the Battle of Ten Fingers

j. Fortune Telling
i. When you receive fatal damage, you are instead restored to 25% of your maximum
Life. In addition, all Mirth is restored and you gain 100% chance to Dodge the next
attack within 5 seconds. This effect may occur once every 60 seconds.
ii. “Though deemed dubious and treacherous by many, Jesters are known across
Sanctuary to rival even the best sages and oracles in peering through the fabric of time”

k. Gymnastics
i. Increase your Dexterity by 15%, but decrease your Resistances by 10%.
ii. “Their flamboyant and light clothing are both a deception and a means to maximize
their fluid movement”

l. Circus Freak
i. Transform yourself into a horrid monster for 1 second when you receive more than 15%
of your maximum Life in damage over 1 second, causing all enemies within 20 yards to
run away in Fear for 3 seconds.
ii. “The Jesters may have fallen once in their attempt to control demons for show, but
copying and using their grotesque forms had proven to be an ingenious legacy”. – 28th
Entry of the Writings of Abd al-Hazir

m. Multitasking
i. Reduce all cooldowns by 15%. In addition, all Mirth generation is increased by 2 when
you have 3 or more skills on cooldown.
ii. “You may think that they are out of focus, but they are not. They make notice of
everything, everywhere, everytime”. – 60th Entry of the Writings of Abd al-Hazir

n. Unwavering Smile
i. Increase maximum Mirth by 20. Mirth now continuously regenerates at 1.25 per
second.
ii. “Bare your teeth in a wide grin,
Though darkness falls, and all light is fading
Despair will come, and death to kin
But never give in to sadness’s calling”.
- Ancient Jester Chant

o. Juggling Act
i. Melee weapons in your Inventory have a 5% chance to be hurled at nearby enemies
with each attack, dealing 300% of that weapon’s damage as Physical. When Four
Arms is active, this chance is increased to 8%.
ii. “Sometimes I forget that I only have four hands”. – Trake Maelform, Master Juggler

p. Trick or Treat
i. Enemies that die while affected by States drop 10% more Gold. In addition, there is a
3% chance that a corpse puppet will animate upon death of an enemy which lasts for
60 seconds.
ii. “Choose wisely when a Jester asks you that question”. – Lord Varyn

q. Magical Thinking
i. Fire, Cold, Lightning and Arcane damage you receive are reduced by 10%.
ii. “Eccentricity is in our nature”.

r. Phase Shift
i. Pass through enemies unhindered whenever you are below 45% of your maximum Life.
ii. “I am beyond this realm; I am where my imagination takes me”.

s. Mesmerize
i. All your Mirth generators have a 6% chance to cast an explosion of sound and light,
either Blinding or Charming enemies within 12 yards for 3 seconds.
ii. “Behold! Marvel at my feats of mystery and wonder!”
Edited by SethMD#6519 on 9/27/2014 9:26 PM PDT
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Didn't get too deep into the skill descriptions, but the overall concept seems very interesting. I like the idea of whips heh.
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This is really great and original! I like the idea of whips and masks and the skills: Jab at Everyone, Juggle Act, Infectious Laughter lol!

I don't know how well it would fit into the style of Diablo, but it's definitely an interesting and well laid-out class design!
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Posts: 2,999
Also kind of reminds me of the Mesmer class in GW which is one of my favorites!
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Thank you Jawnyblaze and Zeyta for the comments!

I am continuously updating this class based on the patches that Blizzard had been dishing out. I know that it's purely conceptual and needs a lot of improvement but who knows maybe one day we'll get to see this dark comedian in Sanctuary!

I am currently thinking of how to properly link and ingrain the class in the robust yet streamlined lore of Diablo so as to create a solid foundation to it's history and uniqueness. I'm still in the process of detailing the secret Court of Jesters and the nature of their influence throughout kingdoms in Sanctuary, especially how close they are to the unsuspecting ears of the kings, emperors and other nobles. Also, if you've noticed, I've hinted that they - like the early mages - tried to subdue and control demons as part of their early rise into the shadowy side of the thrones they wanted to watch over inconspicuously - of course with eventual devastating results that nearly permanently stained their reputation as "mere entertainers".

So yup! Watch out for more of the Jester here!
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This is so awesome. I was looking for a brand new class for Diablo and you found it.

I think the Jester would fit perfectly to Diablo 3, and I also thought of whips as a new weapon.

Seriously, your idea is great!
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Hey guys! Do check out @theremon 's Alchemist character concept thread. He made a cool layout design for the skills and resource, as well as my Jester's!

P.S. Is it possible to have a subforum or a separate thread for concept classes? That would be splendid. :D

Happy weekend y'all
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