Monday, July 17, 2023

"You're Tearing Me Apart, Batman!"

Time for another bizarre 5e supers post. I've already give Tommy Wiseau's Joker the Vigilante City and Light City treatment and now it's time for 5e.


Code Name: The Joker
Real Name: Tommy Wiseau
Team Affiliation: Joker Gang

Medium Humanoid, Chaotic Neutral 

Armor Class: 12
Hit Points: 33 (6d8+1)
Speed: 30 ft.
Challenge:1 (200 XP)

Str 10 (+0) Dex 14 (+2) Con 12 (+1) Int 12 (+1) Wis 13 (+1) Cha 13 (+1)

Saving Throws: Cha +3
Skills: Persuasion +3
Senses: passive Perception 11
Languages: English

Unique Trait
Bat Shit Crazy: Though not the deadliest version, Tommy Wiseau's Joker is one of the craziest. His mind can't be read and anyone attempting to do so must make a Wisdom saving throw (DC 11) or take 3 (1d4+1 psychic damage). Additionally, he has advantage on all Saving Throws pertaining to being charmed or controlled. He is immune to fear and madness effects and spells. He is immune to the effects of Smilex or a Hideous Laughter spell/effect.

Actions
Mutliattack: Tommy Wiseau's Joker makes two unarmed attacks
Unarmed: Melee Attack. +3 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Ramblings: Tommy Wiseau's Joker spouts some inane things that he believes are profound. All non-allies within 30 feet must make a DC 11 Wisdom saving throw or take (3) 1d4+1 psychic damage. Anyone reduced to 0 hit points from this damage is instead reduced to 1 hit point and gains the unconscious condition. 

3 comments:

  1. I love his "special abilities". I'm so swiping them for my game (if that's okay), as I have to be honest: I strongly suspect I'm the only one at our table who would know who Tommy Wiseau was.

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  2. This works for me. Tommy Wiseau makes a great Joker. Well...maybe not great, but certainly fun.

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