Diablo® III

Diablo III Character Class Concept: Jester

*UPDATED 04/23/16*

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

Diablo III

Character Class Concept

Jester

• Versatile close to mid range hero
• Dexterity-based damage
• Resource: Mirth
o Base Mirth: 100
o Regenerates steadily as the Jester moves about, and remains constant while standing still
o Replenished by Mirth Generators
o Allow 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 blow to the target that deals 335% weapon damage as Physical.

Skill Runes
1. Resentful Hit
i. Increase damage to 365% weapon damage as Fire and adds a 10% Critical Hit Chance.
2. Jab at Everyone
i. Hit all enemies within 10 yards for 235% weapon damage as Poison.
ii. Critical Hits generate an additional 1 Mirth for each enemy hit.
3. Funny Bone
i. Each hit has a 5% 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 275% weapon damage as Arcane.
ii. Each hit has a 35% chance to Stun enemies for 2 seconds.
5. Sucking Punch
i. You heal 1% 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 15 yards for 210% weapon damage as Physical.

Skill Runes
1. Mosh
i. Enemies hit have a 35% chance to jump uncontrollably for 2 seconds.
ii. Pirouette Strike's damage turns into Fire.
2. Blissful Dance
i. Increase Mirth generated to 9.
ii. Pirouette Strike’s damage turns into Arcane.
3. Captivate
i. Enemies hit are Slowed by 60% for 3 seconds.
ii. Pirouette Strike’s damage turns into Cold.
4. Rave
i. Pirouette Strike’s attack speed increases by 5% for 4 seconds with each spin. This effect stacks up to 4 times.
ii. Pirouette Strike’s damage turns into Poison.
5. Draw the Crowd
i. Each attack has a 25% chance to pull in enemies up to 25 yards away.

c. Mad Swipe
i. Generate: 6 Mirth per attack
ii. Swing wildly at your enemies up to 18 yards before you, dealing 265% weapon damage as Physical.
iii. Enemies hit have a 25% chance to be Immobilized for 2 seconds.

Skill Runes
1. Painful Barbs
i. Enemies hit also receive 300% weapon damage as Poison over 6 seconds.
ii. Mad Swipe’s damage turns into Poison.
2. Swiping Spree
i. Mad Swipe’s attack speed is increased by 10%.
3. Ominous Swing
i. Increase damage to 300% weapon damage as Arcane.
ii. Enemies hit have 25% decreased attack speed for 3 seconds.
4. Unstable Momentum
i. Each attack has a 60% chance to hit all enemies within 25 yards.
ii. Mad Swipe’s damage turns into Fire.
5. Downward Thrust
i. Strike all enemies up to 35 yards directly ahead of you for 280% weapon damage as Cold.
ii. Generate an additional 2 Mirth for each enemy hit.

d. Slap Silly
i. Generate: 6 Mirth per attack
ii. Hit enemies twice with enormous phantom hands, dealing 120% weapon damage as Arcane per hit.

Skill Runes
1. Reddening Palms
i. Each attack has a 33% chance to deal a third slap for 180% weapon damage.
ii. Slap Silly’s damage turns into Fire.
2. Spiteful Claws
i. Each attack has a 5% chance to take away 1% of the enemy’s remaining Life.
ii. Slap Silly’s damage turns into Poison.
3. Swat
i. Smash enemies to the ground with a colossal hand for 200% weapon damage as Cold.
ii. Enemies hit have a 10% chance to be Frozen for 2 seconds.
4. Knock Over
i. Swing massive phantom arms at enemies, dealing 240% weapon damage as Physical.
ii. Enemies hit have their damage reduced by 20% for 3 seconds.
5. Sadistic Blows
i. Enemies affected by Stupor, Infectious Laughter, or Mind Breaker take 75% 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 555% weapon damage as Arcane.

Skill Runes
1. Angel’s Wing
i. Reduce the Mirth cost to 16.
ii. Enemies hit have a 25% chance to be Blinded for 2 seconds.
2. Ivy Whip
i. A venomous plant appears at the impact location that shoots needles at nearby enemies for 5 seconds, dealing 95% weapon damage as Poison.
ii. Spectral Tendril’s damage turns into Poison.
3. Dragon’s Tail
i. Increase damage to 755% weapon damage as Fire.
4. Sonic Boom
i. An explosion occurs at the target location 0.5 second after the initial strike, dealing 275% weapon damage as Physical to all enemies within 30 yards.
ii. Spectral Tendril’s damage turns into Physical.
5. Ghost’s Hair
i. Enemies hit are Slowed by 80% for 5 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 300% weapon damage as Physical.
iii. While headspinning, you move at 100% movement speed.

Skill Runes
1. Taunting Bells
i. Bells on your feet ring as you attack, causing enemies within 10 yards to focus on you for 4 seconds.
2. Flexile
i. Gain 2% chance per second to dodge attacks while attacking, stacking up to 10 times.
ii. Generate 12 Mirth for each attack you successfully dodge while attacking.
3. Sharp Heels
i. Headspin Kick gains 10% increased Critical Hit Chance.
ii. Headspin Kick’s damage turns into Poison.
4. Friction Burn
i. Burn the ground you move on as you attack, searing enemies for 130% 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 400% weapon damage as Cold.
ii. Headspin Kick’s damage turns into Cold.

c. Giant’s Mallet
i. Cost: 30 Mirth
ii. Bludgeon enemies with a massive mallet, dealing 880% weapon damage as Physical.
iii. Critical hits have a 30% chance to Stun enemies for 3 seconds.

Skill Runes
1. A Thousand Tons
i. Increase damage to 1095% weapon damage as Physical.
2. Absurd Proportions
i. Increase the size of the mallet to cover 24 yards.
ii. Giant’s Mallet’s damage turns into Arcane.
3. Tear Asunder
i. Swing a massive scythe that deals 880% weapon damage as Cold.
ii. Each swing has a 5% chance to take away 5% of the enemy’s remaining Life.
4. Tenderizer
i. Enemies hit by Giant’s Mallet deal 20% less damage for 5 seconds.
ii. Giant’s Mallet’s Damage turns into Fire.
5. Bloody Mess
i. Heal 4214 of your Life per enemy hit.
ii. Enemies killed by Giant’s Mallet explode in a bloody shower, healing you and your allies within 10 yards for 15327 Life.

d. Card Blades
i. Cost: 14 Mirth
ii. Throw razor-sharp cards that slice the target and all other enemies within 15 yards for 460% weapon damage as Physical.

Skill Runes
1. The Fool
i. Critical Hits generate 5 Mirth and Freeze enemies for 1 second.
ii. Card Blade’s damage turns into Cold.
2. The Crowns
i. Enemies hit by Card Blades have a 15% chance to drop Gold when hit.
3. The Serpents
i. The cards have a 15% chance to explode into a tangle of serpents, dealing 700% weapon damage as Poison over 5 seconds.
ii. Card Blade’s damage turns into Poison.
4. The Lions
i. The cards have a 20% chance to burst into fiery lions, scorching nearby enemies for 100% weapon damage per second as Fire.
5. The Stars
i. The cards spin around you and allies within 50 yards, lacerating nearby enemies for 240% weapon damage per second as Arcane. Lasts 10 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: 30 seconds
ii. Create a 16-yard magical curtain that Charms enemies that pass through for 4-8 seconds. Lasts 10 seconds.

Skill Runes
1. Laced Tapestry
i. Create a curtain of blight that deals 690% weapon damage as Poison over 3 seconds to passing enemies.
2. Displacement
i. Enemies that pass through are teleported a short distance.
3. Extended Run
i. Enemies that pass through are Charmed for 6-10 seconds.
ii. Increase the duration of the curtain to 12 seconds.
4. Grand Theater
i. Increases the width of Mysterious Curtain to 22 yards.
5. Limelight
i. The curtain increases you and your allies’ resistance to all damage types by 25% for 15 seconds after passing through it.

b. Cage of Swords
i. Cooldown: 20 seconds
ii. Stab the target with a barrage swords for 920% weapon damage as Physical.
iii. The target is Immobilized for 8 seconds.

Skill Runes
1. Poison Point
i. Decrease the cooldown to 16 seconds.
ii. Stab the target with venomous blades, dealing 1680% weapon damage as Poison over 8 seconds.
2. Cold Cuts
i. Frozen blades pierce outward from the target’s body for 920% weapon damage as Cold and fly in all directions, dealing 920% weapon damage as Cold to enemies within 20 yards.
ii. Enemies hit have a 50% chance to be Frozen for 4 seconds.
3. Sword Squall
i. Skewer all enemies within a 16-yard wide area for 1200% weapon damage as Arcane.
4. Blade Fence
i. Create a 16-yard circle of spinning blades around you that slices enemies for 2400% weapon damage as Physical over 8 seconds.
5. Open Wounds
i. The target Bleeds for 5000% weapon damage over 20 seconds.

c. Confetti
i. Cooldown: 20 seconds
ii. Create a shower of confetti within 16 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 50%.
2. Paper Blades
i. Confetti also cuts enemies for 1000% weapon damage as Physical over 5 seconds.
3. Encore
i. A second shower of confetti falls 2 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 22 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 90% of your weapon damage as Poison per swing.

Skill Runes
1. Jumper
i. Your Corpse Puppet can jump at enemies up to 25 yards away, dealing 200% weapon damage as Physical and Stunning enemies within 12 yards for 2 seconds.
2. Five Fingers
i. Control 5 Corpse Puppets at the same time, each dealing 50% of your weapon damage as Poison per swing.
3. Ten Fingers
i. Control 10 Corpse Puppets at the same time for 15 seconds. Each Corpse Puppet deals 35% of your weapon damage as Cold per swing, and Chills enemies they hit for 1 second.
4. Grim Appendages
i. Animate flaming corpse arms to surround you and grapple nearby enemies for 100% weapon damage per second as Fire. Enemies hit have a 15% chance to be Stunned for 1 second. Lasts 120 seconds.
5. Amalgamation
i. Animate a grotesque construct of corpse body parts that deals 125% of your weapon damage as Physical per swing. The Corpse Puppet occasionally vomits blood and bony spikes at enemies, dealing 700% weapon damage as Physical.

b. Marionette
i. Cooldown: 60 seconds
ii. Animate a wooden figure with strings that deals 70% of your weapon damage as Physical per swing. Each attack of your Marionette has a 50% chance to generate 1 Mirth.

Skill Runes
1. Concealed Needles
i. Your Marionette gains the ability to periodically shoot a barrage of poisonous needles at enemies, dealing 330% weapon damage as Poison.
2. Elated Visage
i. Increase the Mirth generated to 2.
ii. Attacks by your Marionette gain a 10% chance to cause a random State to enemies within 10 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 1000% weapon damage as Fire over 5 seconds.
4. Powder Keg
i. Increase the damage of your Fire Skills by 10%.
ii. When the Marionette dies or encounters at least 10 enemies within 10 yards, it explodes and deals 3200% of your weapon damage as Fire to all enemies within 30 yards.
5. Automaton
i. Animate a massive doll that deals 200% of your weapon damage as Arcane per swing, and pulls in all enemies within 16 yards every 8-12 seconds.

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 20% 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 10 seconds.
2. Sleight of Hand
i. The mysterious hand pulls you off the ground, increasing your movement speed by 30% 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 35%. You gain 10 Mirth for each attack you successfully dodge.
5. Synchronize
i. Increase attack speed by 30% and Critical Hit Damage by 120%.

d. Razor Wires
i. Cost: 40 Mirth
ii. Bind up to 5 enemies with razor-sharp strings, dealing 900% weapon damage as Physical over 5 seconds.
iii. Enemies hit have a 20% chance to be controlled to fight for you for 5 seconds.

Skill Runes
1. Arcane Threads
i. Reduce the Mirth Cost to 25.
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 800% weapon damage as Physical. Enemies hit have a 50% chance to Bleed for 1000% weapon damage over 5 seconds.
4. Spider Web
i. Create a web of sticky wires that traps enemies that run into it, immobilizing them for 2 seconds and deals 1500% weapon damage over 5 seconds as Poison. Lasts 15 seconds.
ii. You may have up to 3 webs active at a time.
5. Lord of the Strings
i. Bind up to 7 enemies, dealing 1200% weapon damage as Physical over 5 seconds.
ii. Increase chance to control enemies to 40%.

E. States

a. Infectious Laughter
i. Cooldown: 30 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 250% weapon damage as Arcane to enemies within 12 yards.
4. Side Splitter
i. Enemies affected have a 5% increased chance to be Critically Hit.
5. In the Mouth of Madness
i. Enemies are no longer interrupted but lose 1-5% of their remaining Life whenever they attack.

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 25% for 2 seconds every 3 seconds. Lasts 12 seconds.

Skill Runes
1. Heavy Mind
i. Increase damage reduction to 35%.
2. Unsteady
i. Enemies are also Slowed by 60%.
3. Frailty
i. Enemies take 10% more damage from all sources.
4. Indiscriminate
i. Enemies have a 50% chance to be Charmed for 7 seconds.
5. Prolonged Agony
i. Stupor lasts 17 seconds.

c. Mind Breaker
i. Cooldown: 16 seconds
ii. Project psychic energy at the target that knocks it back 10 yards and increases the damage it takes from all sources by 20% for 7 seconds.

Skill Runes
1. Soul Breaker
i. Increase the damage received by the enemy from all sources to 30%.
2. Denervate
i. Reduce Cooldown to 12 seconds.
ii. Enemies that die while under Mind Breaker have a 50% chance to drop a Health Globe.
3. Mind Eater
i. Attackers heal up to 1% of their maximum Life when damaging enemies under Mind Breaker.
4. Dementia
i. Attacks you deal against enemies under Mind Breaker generate 1 Mirth.
5. Inception
i. Charm the target for 4 seconds. Enemies that the target hits have a 40% chance to be Charmed for 4 seconds. This effect can chain multiple times.

d. Revelry
i. Cooldown: 90 seconds
ii. You and your allies within 50 yards gain a 10% chance to hit twice with each attack. Lasts 15 seconds.

Skill Runes
1. Ecstasy
i. You gain 10% increased damage and generate 50 Mirth.
2. Edge of Glory
i. Reduce Cooldown to 80 seconds.
3. Resonance of Joy
i. You and your allies gain 15% increased Resource generation.
4. Abrupt Mania
i. Increase the chance to hit twice with each attack to 15%. Lasts 10 seconds.
5. You Only Live Once
i. You and your allies gain 15000 Life per Second.

F. Performances

a. Circle of Fate
i. Cooldown: 45 seconds
ii. Create a 20 yard wide area around you that increases the duration of control impairing effects by 25%. Enemies caught within the circle have a 50% chance to be afflicted by a random control impairing effect for 4 seconds. Lasts 10 seconds.

Skill Runes
1. Sealing Barrier
i. Create a 16-yard wide circle that prevents enemies from exiting.
2. Tiger’s Den
i. Tigers appear inside the area and attack enemies for 85% of your weapon damage as Cold.
3. Target Practice
i. Throw poisoned daggers 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 +5% to their highest Attribute.
5. Vertigo
i. Tremors crack and displace the earth within the circle, dealing 150% weapon damage per second as Physical. Enemies are Stunned for 3 seconds when Circle of Fate ends.

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

Skill Runes
1. Blockade
i. The arms wield shields, increasing your Armor by 15%.
2. Magic is Might
i. The arms wield large axes, dealing 120% weapon damage as Arcane to enemies within 12 yards.
ii. Enemies hit receive 10% more non-Physical damage for 3 seconds.
3. Twin Lashes
i. The arms wield whips, dealing 90% weapon damage as Cold to enemies up to 40 yards away.
ii. Enemies hit are Slowed by 80% for 2 seconds.
4. Torch
i. The arms hurl torches at enemies that burn them for 300% weapon damage as Fire over 3 seconds.
5. Hands from Beyond
i. Enemies hit have a 15% chance to be stringed like puppets and forced to fight for you for 4 seconds.

c. Fire Dance
i. Cost: 30 Mirth
ii. Attack all enemies within 25 yards with flaming poi for 590% weapon damage as Fire over 3 hits. Every hit causes an explosion that burns enemies within 10 yards for 150% weapon damage as Fire over 3 seconds.

Skill Runes
1. Rancid Flame
i. Each hit has a 30% chance to release a gas cloud that deals 500% 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 900% weapon damage as Fire over 5 seconds.
ii. Each hit has a 10% chance to restore 30 Mirth.
3. Ancient Serpent
i. Attack with arcane poi that track and pierce through up to 12 enemies within 30 yards, dealing 830% weapon damage as Arcane.
4. Earth Diver
i. Shoot spear poi into the ground that travel toward enemies within 16 yards to stab them up to 5 times, dealing 380% weapon damage as Physical per hit. Enemies hit have a 20% chance to be Immobilized for 4 seconds.
5. Snow Ballet
i. Lob frozen projectiles from your poi with each hit, leaving pools of ice that deal 220% weapon damage as Cold per second.
ii. Fire Dance’s damage turns into Cold.

d. Glass Prison
i. Cost: 25 Mirth
ii. Cooldown: 30 seconds
iii. Trap up to 3 enemies within invisible walls for 4 seconds. The walls then shatter, dealing 500% weapon damage as Physical to enemies within 16 yards.

Skill Runes
1. Prism Edge
a. Trapped enemies take 10% additional damage from all sources for 10 seconds.
2. Gas Chamber
a. The 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.
b. Trapped enemies receive 20% more damage from Poison Skills for 10 seconds.
3. Chiller
a. The prison freezes the enemy, dealing 315% weapon damage per second as Cold. When it shatters, shards of ice pelt enemies within 16 yards for 450% weapon damage as Cold and Chills them for 4 seconds.
b. Trapped enemies receive 20% more damage from Cold Skills for 10 seconds.
4. Boiling Tank
a. The enemy is boiled within the prison for 250% weapon damage per second as Fire. When it shatters, hot liquid pours out and scalds enemies within 16 yards for 800% weapon damage as Fire over 5 seconds.
b. Trapped enemies receive 20% more damage from Fire Skills for 10 seconds.
5. Eerie Box
a. The prison pulses with Arcane energy, dealing 350% weapon damage per second to all enemies within 16 yards. A brilliant light flashes when it shatters, Blinding all enemies within 16 yards for 3 seconds.
b. Trapped enemies receive 20% more damage from Arcane Skills for 10 seconds.

Passive Skills
a. Esprit de Corps
i. As long as you have an ally within 30 yards, you and your allies gain +400 to your highest Attribute.
ii. “A Jester’s presence alone can boost morale to great heights”.

b. Grace Under Pressure
i. Gain 5% chance to dodge attacks for each enemy within 20 yards, stacking up to 5 times.
ii. Gain a 25% chance to reduce all cooldown by 1 second for every attack you Dodge.
iii. “Keep up or die”. – Fara Featherfoot to novitiates at the Maze of Horrors

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. When there are 3 or more enemies within 20 yards, you gain 40% increased movement speed.
ii. “The darkness approaches. Let us keep moving”. – Aris Alisto

e. Monster Tamer
i. When dual wielding whips, you gain 15% increased Attack Speed.
ii. “Anything can be subdued, given the right tools”. – Rule No. 6, Jesters’ Creed

f. Pantomime
i. Each attack has a 5% chance to summon a mime that copies all your attacks for 4 seconds. When equipped with a Marotte, this chance is increased to 10%.
ii. “The Jesters of Duncraig 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 all you can. You’ll never know what will come in handy.” – Rule No. 10, Jesters’ Creed

h. Inappropriate Behavior
i. Critical Hits have a 10% chance to increase your weapon damage by 15% for 5 seconds.
ii. “Sometimes, they just don’t know when to stop”. – King Leoric on the execution of his new court Jester, Limpy Ladd

i. Puppeteer
i. Increase your puppets’ damage by 25% and maximum Life by 10%.
ii. You may have 1 additional corpse puppet at one time when you use Marionette or Corpse Puppet.
iii. “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 35% 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 by many, Jesters are known across Sanctuary to rival the best oracles in interpreting 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 Master
i. Increase all damage done to Demons, Beasts, and Undead by 15%.
ii. All attacks done to Demons, Beasts, and Undead have a 15% chance to Stun them for 1.5 seconds.
iii. “The Jesters may have fallen once in their attempt to control all sorts of oddities for show, but their brush with these creatures had proven to be useful in battle”. – 28th Entry of the Writings of Abd al-Hazir

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

n. Unwavering Smile
i. Increase maximum Mirth by 30. Mirth now continuously regenerates at 1.25 per second.
ii. “Bare your teeth in a wide grin,
Though darkness falls, and 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 250% of that weapon’s damage. When Four Arms is active, this chance is increased to 10%.
ii. “Sometimes I forget that I only have four hands”. – Mishra Maelform, Master Juggler

p. Trick or Treat
i. When an enemy dies within 20 yards or whenever you loot a corpse, there is a 40% chance that a corpse puppet will animate that lasts for 60 seconds.
ii. Enemies who die within 20 yards drop 15% more gold. The range of this effect is extended by your gold pickup radius.
iii. “Choose wisely when a Jester asks this question”. – Lord Varyn of Duncraig

q. Prestige
i. Fire, Cold, Poison and Arcane damage you receive are reduced by 30%.
ii. “Eccentricity is in our nature”.

r. Phase Shift
i. Your movement is unhindered when you are above 90% of your maximum Life.
ii. “I am beyond this realm; I am where my imagination takes me”. – Trake Tabin

s. Mesmerize
i. All your primary skills have 40% increased damage and gain a 6% chance to cast an explosion of sound and light, either Blinding or Charming enemies within 8 yards for 3 seconds.
ii. “Behold! Marvel at my feats of mystery and wonder!”
Edited by SethMD on 4/23/2016 8:39 AM 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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Posts: 2,999
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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Updated! :D
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New class homebrew thread needed!

Hey, once again you really shine on new class features. Mirth for one tickles me. Juggling act is original, puppet master and cards throwing, especially the star ( lasting 60 seconds is a long time) all very cool ideas. Your flavour texts make me LOL. The characters feel real.

Beast master should not include undead. Or demons. But hey, go bold or go home?
Perhaps as a tarot artist I am always a little smug when I see new ideas. Lions, snakes and jokers? Well joker could be the fool. I would use chariot instead of Lion with the same blasting concept. Snakes I just didn't like. Sorry.

Jack of All trades. The true motto is: it is better to be a than a master of none. You really captured that. It tastes like the monks equality passive but it's unique enough to be a real teaser. Great idea.

Confusion on the poison marionette, what is her attack speed? It says she gains an ability to shoot a needle of poison. Well how so? With a cool down? Is she a machine gun quill fiend or more like a duo shot crossbow? Or perhaps it's a one time fatal injection with a brief cool down?

Once again never trying to be rude or mean, gorgeous work deserves intellectual replies and comments. A huge fan of yours.
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Hey ebony ninja! thanks for the feedback! I've been updating this for over a year now and trying to keep up with the patches (I don't know why I bother but it keeps me entertained during down times; keeps me up late at night too LOL).

Anyways, to answer your inquiries:
1) Yeah I think I'll lower the duration of Stars. Maybe 30 secs?
2)Initially I only had demons in mind (for the back story was that early Jesters tried to control demons for shows), but it felt too constricted to be a passive with just that, and too overpowered if I upped the damage for Demons (since a lot of bosses are demons), so I included all sorts of monsters. I'll try to figure out how to balance it to match the flavor, or scrap and make a new one when I hve the time
3)LOL, the tarot card names are from the short story by Blizzard - Turn of a Card (i think) - on the Diablo universe. I loved the story so I put it there (and by some good fate all the names kind of matched a certain elemental, maybe except for Joker. I'll try to change that) :)
4) The poison needle marionette i thought of was a cooldown based shooter of needles, but the machine gun idea sounds fun, too. Might use that one; something like "fires a barage of needles at the enemy dealing x damage".

Thanks again!
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love it!
+1
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Updated.
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