Diablo 3 Character Class Concept: Jester

I noticed just now that the forums have transferred, so I’m re-posting these updated concept classes here!

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 Prime Evils doesn’t always need to be stoic in nature - just look at Covetous Shen! In spite of this, the Court of Jesters mainly aims to realistically influence kingdoms in secret for the good of all.

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. So enjoy my fellow Nephalem! It is with great pride that I present to you the Jester. Let me 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!

Diablo III

Character Class Concept

Jester

About 200 years ago, in the City of Duncraig, gypsies, entertainers, fortunetellers, and wanderers at the squalor of society gathered and formed the Court of Jesters. They sought to uplift the depravity and injustice the weak bear from politics and corruption. Stealing food for the masses, whispering into ears of kings, and the occasional assassination of undesirables were part of their covert activities. Over time, this hodgepodge of liberals became more organized and spread to many cities and settlements, using their tricks of the trade as masks to their vendetta. But in the midst of their campaign, the most powerful Jesters - The Faceless Ones - have sensed a more sinister threat, working similarly in the shadows towards darker goals. Though this Evil was defeated and peace was restored, they foretold that a celestial event would herald its return. Hence the fateful day of the Falling Star came, and from their elite ranks a capable yet indulgent novitiate was sent to investigate in New Tristram.

  • Versatile close to mid range hero
  • Dexterity-based damage
  • Resource: Mirth
  • Base Mirth: 100
  • Regenerates steadily as the Jester moves about, and remains constant while standing still
  • Replenished by Mirth Generators
  • Allow the use of powerful attacks and crowd control skills
  • Has pets – Marionettes
  • 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

  • Generate: 7 Mirth per attack
  • Launch a quick blow to the target that deals 290% weapon damage as Physical.
  • Critical Hits grant you Mischief, increasing your Critical Hit Chance by 2% for 5 seconds. Stacks up to 5 times.

Skill Runes

  • Resentful Hit
  • Increase damage to 350% weapon damage as Fire.
  • Poke at Everyone
  • Hit all enemies within 8 yards for 180% weapon damage as Poison.
  • Critical Hits generate an additional 1 Mirth.
  • Funny Bone
  • Each hit has a 15% chance to cause the Infectious Laughter State to the target.
  • Sneer
  • Enemies hit will focus on you for 3 seconds.
  • Sucking Punch
  • You heal 2% of your maximum Life per hit.
  • Sucker Punch’s damage turns into Cold.

b. Pirouette Strike

  • Generate: 6 Mirth per attack
  • Spin around and hit all enemies within 12 yards for 200% weapon damage as Physical.

Skill Runes

  • Mosh
  • Enemies hit have a 35% chance to jump uncontrollably for 2 seconds.
  • Pirouette Strike’s damage turns into Fire.
  • Blissful Dance
  • Each attack increases your Dodge Chance by 2% for 10 seconds. Stacks up to 10 times.
  • Pirouette Strike’s damage turns into Arcane.
  • Captivate
  • Enemies hit are Slowed by 60% for 5 seconds.
  • Pirouette Strike’s damage turns into Cold.
  • Rave
  • Pirouette Strike’s attack speed increases by 5% for 4 seconds with each spin. This effect stacks up to 5 times.
  • Draw the Crowd
  • Each attack has a 20% chance to pull in enemies up to 16 yards away.

c. Mad Swipe

  • Generate: 6 Mirth per attack
  • Swing wildly at your enemies up to 17 yards before you, dealing 225% weapon damage as Physical.
  • Enemies hit have a 30% chance to be Immobilized for 3 seconds.

Skill Runes

  • Gash
  • Enemies hit have a 20% chance to receive an infected wound that deals 25% weapon damage as Poison every second until they die.
  • Mad Swipe’s damage turns into Poison.
  • Swiping Spree
  • Your next damaging Mirth spender deals 30% increased damage when you hit an enemy with Mad Swipe for 3 consecutive times.
  • Ominous Swing
  • Increase damage to 300% weapon damage as Arcane.
  • Enemies hit have 25% decreased damage for 3 seconds.
  • Unstable Momentum
  • Each attack has a 40% chance to hit all enemies within 30 yards.
  • Downward Thrust
  • Strike all enemies up to 30 yards directly ahead of you for 280% weapon damage as Physical.
  • Generate an additional 1 Mirth for each enemy hit.

d. Slap Silly

  • Generate: 6 Mirth per attack
  • Slap the enemy twice, dealing 120% weapon damage as Physical per hit.

Skill Runes

  • Red Palms
  • Each attack has a 33% chance to deal a third slap for 120% weapon damage that heals 3% of your maximum Life.
  • Slap Silly’s damage turns into Fire.
  • Spite
  • Enemies hit have a 50% chance to attack a nearby enemy once.
  • Increase Mirth Generated to 9.
  • Swat
  • Smash all enemies up to 12 yards in front of you for 200% weapon damage as Cold.
  • Enemies hit have a 5% chance to drop a random item.
  • Backhand Slap
  • Strike the enemy in disdain, dealing 250% weapon damage as Physical.
  • Enemies hit have a 20% chance to stop attacking you for 2 seconds.
  • Sadistic Blows
  • Each hit increases your damage by 3% for 10 seconds. Stacks up to 10 times.

B. Secondary

a. Phantom Tendril

  • Cost: 25 Mirth
  • Strike enemies up to 40 yards away with an ethereal whip for 655% weapon damage as Arcane.

Skill Runes

  • Angel’s Wing
  • Reduce the Mirth cost to 16.
  • Enemies hit have a 25% chance to be Blinded for 3 seconds.
  • Rusty Link
  • Enemies hit receive 10% more damage from Poison Skills for 5 seconds.
  • Phantom Tendril’s damage turns into Poison.
  • Dragon’s Tail
  • Increase damage to 775% weapon damage as Fire.
  • Sonic Boom
  • An explosion occurs at the target location 1 second after the initial strike, dealing 220% weapon damage as Physical to all enemies within 30 yards.
  • Phantom Tendril’s damage turns into Physical.
  • Ghost’s Hair
  • Enemies hit are Slowed by 80% for 5 seconds.
  • Phantom Tendril’s damage turns into Cold.

b. Headspin Kick

  • Cost: 12 Mirth
  • Perform a headspin and deliver multiple kicks to all enemies in your path for 320% weapon damage as Physical.
  • While headspinning, you move at 100% movement speed.

Skill Runes

  • Taunting Bells
  • Bells on your feet ring as you attack, causing enemies within 10 yards to focus on you for 4 seconds.
  • Flexile
    • Gain 3% chance per second to dodge attacks while attacking, stacking up to 10 times.
    • Generate 6 Mirth for each attack you successfully dodge while attacking.
  • Spiked Heels
    • Headspin Kick gains 10% increased Critical Hit Chance.
    • Headspin Kick’s damage turns into Poison.
  • Friction Burn
    • Burn the ground you move on as you attack, searing enemies for 130% weapon damage per second as Fire.
    • Headspin Kick’s damage turns into Fire.
  • Ice Spear
    • Shoot ice spears from your feet as you spin that pierces through enemies for 400% weapon damage as Cold.
    • Headspin Kick’s damage turns into Cold.

c. Giant’s Mallet

  • Cost: 30 Mirth
  • Bludgeon enemies with a massive mallet, dealing 880% weapon damage as Physical.
  • Critical hits have a 40% chance to Stun enemies for 1 second.

Skill Runes

  • A Thousand Tons
  • Increase damage to 1095% weapon damage as Physical.
  • Absurd Proportions
  • Increase the size of the mallet to hit all enemies within 24 yards.
  • Giant’s Mallet’s damage turns into Arcane.
  • Crushing Blow
  • Enemies hit have a 5% chance to lose 5% of their maximum Life.
  • Giant’s Mallet’s damage turns into Cold.
  • Tenderizer
  • Increase Stun duration to 4 seconds.
  • Giant’s Mallet’s damage turns into Fire.
  • Squash
  • Heal 4214 of your Life per enemy hit.
  • Enemies killed by Giant’s Mallet explode in a bloody shower, healing you and your allies within 15 yards for 15327 Life.

d. Card Blade

  • Cost: 14 Mirth
  • Throw razor-sharp cards that slice the target and all other enemies within 14 yards for 460% weapon damage as Physical.

Skill Runes

  • The Fool
  • Critical Hits generate 5 Mirth and Freeze enemies for 1 second.
  • Card Blade’s damage turns into Cold.
  • The Crowns
  • Enemies killed by Card Blades have a 25% chance to drop Gold.
  • The Serpents
  • The cards have a 15% chance to explode into a tangle of serpents, dealing an additional 700% weapon damage as Poison over 5 seconds.
  • Card Blade’s damage turns into Poison.
  • The Lions
  • Throw cards that summon fiery lions that attack enemies for 200% weapon damage as Fire. Lasts 5 seconds.
  • The Stars
  • The cards spin around you and allies within 50 yards, cutting nearby enemies for 200% weapon damage per second as Arcane. Lasts 10 seconds.
  • Each hit has a 5% chance to take away 1% of the enemy’s remaining Life.

C. Defensive

a. Mysterious Curtain

  • Cooldown: 30 seconds
  • Create a 16-yard magical curtain that Charms enemies that pass through for 4-6 seconds. Lasts 8 seconds.

Skill Runes

  • Laced Tapestry
    • Create a curtain of blight that deals 3000% weapon damage as Poison over 10 seconds to passing enemies.
  • Displacement
    • Enemies that pass through are teleported a short distance.
  • Extended Run
    • Enemies that pass through are Charmed for 5-7 seconds.
    • Increase the duration of the curtain to 10 seconds.
  • Grand Theater
    • Increase the size of Mysterious Curtain to 22 yards.
  • Limelight
    • Create a spotlight that Charms enemies and increases you and your allies’ resistance to all damage types by 15%.

b. Cage of Swords

  • Cooldown: 20 seconds
  • Stab the target with a barrage of swords for 920% weapon damage as Physical.
  • The target is Immobilized for 8 seconds.

Skill Runes

  • Poison Point
    • Decrease the cooldown to 10 seconds.
    • Stab the target with envenomed blades, dealing 1680% weapon damage as Poison over 8 seconds.
  • Cold Cuts
    • 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 16 yards.
    • Enemies hit have a 50% chance to be Frozen for 4 seconds.
  • Sword Squall
    • Skewer all enemies within a 12 yards of the target location for 1100% weapon damage as Arcane.
  • Blade Fence
    • Create a blade fence that holds enemies at bay, dealing 2040% weapon damage as Physical over 8 seconds.
  • Open Wounds
    • The target Bleeds for 4500% weapon damage as Physical over 15 seconds.

c. Confetti

  • Cooldown: 20 seconds
  • 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

  • Distracting Colors
  • Increase the enemies’ chance to miss to 45%.
  • Shred
  • Confetti also cuts enemies for 1000% weapon damage as Physical over 5 seconds.
  • Encore
  • When you receive more than 35% of your maximum Life in damage, the Cooldown of Confetti is reduced by 10 seconds.
  • Topsy-turvy
  • Increase the duration to 7 seconds.
  • Magnanimity
  • Increase Confetti’s width to 22 yards.

d. Slide

  • Cooldown: 16 seconds
  • Slip quickly past enemies for up to 2 seconds.

Skill Runes

  • Lunge
  • Within the next 2 seconds after sliding, any attack you perform deals 50% more damage.
  • Tag
  • The last enemy you slide past becomes the target of all monsters within 20 yards for 3 seconds.
  • Afterimage
  • Leave a trail of afterimages that explode after 2 seconds, Stunning nearby enemies for 2 seconds.
  • Scram
  • Increase the duration up to 3 seconds.
  • Allies you slide past gain 30% movement speed for 3 seconds.
  • Rapier Cane
  • Pierce through your enemies, dealing 1250% weapon damage as Physical.

D. Puppetry

a. Marionette

  • Cooldown: 30 seconds
  • Animate a Marionette with strings that attacks for 80% of your weapon damage as Physical.
  • If the Marionette is destroyed, it reassembles after 10 seconds.

Skill Runes

  • Courtesan
    • Active: Your Marionette uses either Infectious Laughter or Stupor against enemies within 12 yards.
    • Passive: Marionette’s damage turns into Poison and generates 1 Mirth per attack.
  • Fire Troops
    • Active: The Marionettes throw their barrels at enemies, causing an explosion that Slows enemies by 60% and deals 1000% weapon damage as Fire over 5 seconds within 20 yards.
    • Passive: Animate 2 Marionettes that carry oil barrels that have a 10% chance to explode when hit by Fire damage, dealing 2000% of your weapon damage as Fire to enemies within 20 yards.
  • Royal Court
    • Active: Increase the number of Marionettes to 10 that deal 100% weapon damage as Cold for 5 seconds.
    • Passive: Animate 5 Marionettes that deal 50% of your weapon damage as Cold, and Chills enemies they hit for 2 seconds.
  • King’s Guard
    • Active: Stun all nearby enemies for 4 seconds.
    • Passive: Animate puppet arms around you that attack nearby enemies for 100% weapon damage as Physical.
  • Amalgam
    • Active: The Marionette pulls in all enemies within 15 yards.
    • Passive: Animate a grotesque construct that deals 200% of your weapon damage as Arcane.

b. Hand of Fate

  • Cooldown: 120 seconds
  • A mysterious hand appears over you and supports your movement with strings for 20 seconds, increasing attack speed by 15% and Critical Hit Damage by 80%.

Skill Runes

  • Strange Assistance
    • Allies within 15 yards also receive half the effect of Hand of Fate for 10 seconds.
  • Sleight of Hand
    • The mysterious hand lifts you off the ground, increasing your movement speed by 30% and causes all ground attacks to miss.
  • Grasp of Fate
    • Reduce Cooldown to 90 seconds.
  • Fate Bound
    • Increase your Dodge Chance by 35%. You gain 10 Mirth for each attack you successfully dodge.
  • Synchronize
    • Increase attack speed by 20% and Critical Hit Damage by 100%.

c. Death Strand

  • Cost: 30 Mirth
  • Bind up to 5 enemies with razor-sharp strings, dealing 900% weapon damage as Physical over 5 seconds.
  • Enemies hit have a 15% chance to be controlled to fight for you for 5 seconds.

Skill Runes

  • Arcane Threads
    • Reduce the Mirth Cost to 10.
    • Razor Wire’s damage turns to Arcane.
  • Stymie
    • Place wires on the ground that Slow enemies by 60% and deal 360% weapon damage per second as Physical. Lasts 5 seconds.
  • Wire Lance
    • 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 as Physical over 5 seconds.
  • Weaver’s Web
    • Create a web of entangling wires that immobilizes enemies and deals 1200% weapon damage over 6 seconds as Poison. Lasts 6 seconds.
    • You may have up to 2 webs active at a time.
  • Lord of Strings
    • Bind up to 7 enemies, dealing 1300% weapon damage as Physical over 5 seconds.
    • Increase chance to control enemies to 30%.

E. Psyche

a. Infectious Laughter

  • Cooldown: 30 seconds
  • Laugh hysterically, causing enemies within 22 yards to go into a state of uncontrollable fit, preventing offensive actions for 1 second every 3 seconds. Lasts 9 seconds.

Skill Runes

  • Cacophony
  • Increase the duration to 13 seconds.
  • Boisterous Laughter
  • Increase the radius to 28 yards.
  • Mayhem
  • Enemies release a pulse of energy whenever they have a fit that deals 250% weapon damage as Arcane to enemies within 12 yards.
  • Side Splitter
  • Enemies affected have a 5% increased chance to be Critically Hit.
  • Madness
  • Enemies are no longer prevented from performing offensive actions, but have a 50% chance to lose 1% of their remaining Life whenever they attack.

b. Stupor

  • Cooldown: 30 seconds
  • Release a blast of psychic energy around you, causing enemies within 22 yards to become stuporous, decreasing their damage by 30% for 2 seconds every 3 seconds. Lasts 12 seconds.

Skill Runes

  • Unsteady
  • Increase damage reduction to 40%.
  • Heavy Heart
  • Stupor deals 600% weapon damage as Cold and Slows enemies by 60%.
  • Fragility
  • Enemies take 10% more damage from all sources.
  • Wasting
  • Enemies lose 0.5% of their remaining Life every second.
  • Agony
  • Stupor lasts 17 seconds.

c. Mind Breaker

  • Cooldown: 12 seconds
  • Project psychic energy towards the target that knocks it up into the air and increases the damage it takes from all sources by 15% for 6 seconds.

Skill Runes

  • Soul Breaker
  • Increase the damage received by the enemy from all sources by 20%.
  • Denervate
  • Reduce Cooldown to 10 seconds.
  • Enemies that die while under Mind Breaker have a 50% chance to drop a Health Globe.
  • Consume
  • Attackers heal 1% of their maximum Life when damaging enemies under Mind Breaker.
  • Dementia
  • Attacks you deal against enemies under Mind Breaker generate 2 Mirth.
  • Inception
  • 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

  • Cooldown: 120 seconds
  • You and your allies within 35 yards gain a 12% chance to hit enemies twice with each attack. Lasts 20 seconds.

Skill Runes

  • Ecstasy
  • You gain 15% increased damage and generate 50 Mirth.
  • Edge of Glory
  • Reduce Cooldown to 100 seconds.
  • Resonance of Joy
  • You and your allies gain 10% increased Resource generation.
  • Mania
  • Increase the chance to hit enemies twice to 15%.
  • You Only Live Once
  • You and your allies heal 5% of your maximum Life whenever you hit twice.

F. Performances

a. Circle of Fate

  • Cooldown: 45 seconds
  • Create an area 20 yards 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

  • Sealing Barrier
    • Create an area 16 yards around you that prevents enemies from exiting.
  • Monster Pen
    • Enemies within the circle deal 20% less damage.
  • Target Practice
    • Throw poisoned daggers and axes at all enemies inside the circle, dealing 3000% weapon damage as Poison over 10 seconds.
  • Circus Ring
    • Allies within the circle gain +3% to their highest Attribute.
  • Vertigo
    • 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

  • Cost: 25 Mirth
  • Grow an extra pair of arms that wield swords, dealing 90% weapon damage as Physical to nearby enemies. Lasts 5 minutes.

Skill Runes

  • Spiked Guard
    • The arms wield spiky guards, increasing your Armor by 12%.
    • Enemies that hit you have a 65% chance to lose 1% of their remaining Life.
  • Mighty Magic
    • The arms wield mallets, dealing 120% weapon damage as Arcane to enemies within 12 yards.
    • Enemies hit receive 10% more non-Physical damage for 3 seconds.
  • Twin Lashes
    • The arms wield whips, dealing 90% weapon damage as Cold to enemies up to 40 yards away.
    • Enemies hit are Slowed by 80% for 3 seconds.
  • Torch
    • The arms hurl torches at enemies that burn them for 300% weapon damage as Fire over 3 seconds. Burning enemies have a 5% increased chance to be Critically Hit.
  • Clutch of the Puppeteer
    • Enemies hit have a 15% chance to be stringed like puppets and forced to fight for you for 5 seconds.

c. Fire Dance

  • Cost: 30 Mirth
  • Attack all enemies within 18 yards with flaming poi for 880% weapon damage as Fire over 4 hits.

Skill Runes

  • Rancid Flame
    • Each hit releases a gas cloud that deals 1800% weapon damage as Poison over 10 seconds to enemies within 10 yards.
    • Fire Dance’s damage turns into Poison.
  • Phoenix Flight
    • Enemies hit burn for 1200% weapon damage as Fire over 5 seconds.
    • Each hit has a 20% chance to restore 10 Mirth.
  • Ancient Serpent
    • Attack with arcane poi that pierce and pull in up to 10 enemies within 30 yards, dealing 880% weapon damage as Arcane.
  • Earth Diver
    • Shoot spear poi into the ground that stabs all enemies within 15 yards, dealing 900% weapon damage as Physical over 5 hits. Enemies hit are Immobilized for 2 seconds.
  • Snow Ballet
  • Lob frozen projectiles from your poi with each hit, leaving pools of ice that deal 220% weapon damage as Cold per second.
  • Fire Dance’s damage turns into Cold.

d. Glass Prison

  • Cooldown: 45 seconds
  • Trap up to 4 enemies within invisible walls for 5 seconds. The walls then shatter, dealing 500% weapon damage as Physical to enemies within 16 yards.

Skill Runes

  • Smoky Mirror
    • Trapped enemies take 15% more damage from all sources.
  • Gas Chamber
    • The prison is filled with poisonous vapors that deal 200% weapon damage per second as Poison. Upon shattering, a poison mist lingers in the area, dealing 1040% weapon damage as Poison over 8 seconds.
    • Trapped enemies receive 30% more damage from Poison Skills.
  • Chiller
    • 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 5 seconds.
    • Trapped enemies receive 30% more damage from Cold Skills.
  • Boiler Tank
    • The enemy is boiled within the prison for 250% weapon damage per second as Fire. When it shatters, boiling oil pours out and scalds enemies within 16 yards for 800% weapon damage as Fire over 5 seconds.
    • Trapped enemies receive 30% more damage from Fire Skills.
  • Eerie Box
    • The prison pulses with Arcane energy, dealing 350% weapon damage per second to all enemies within 12 yards. A brilliant light flashes when it shatters, Blinding all enemies within 12 yards for 4 seconds.
    • Trapped enemies receive 30% more damage from Arcane Skills.

Passive Skills

a. Esprit de Corps

  • As long as you are within 30 yards of an ally, you and your allies within 30 yards gain +250 to each individual’s highest Attribute.
  • “A Jester’s mere presence can boost morale to great heights”.

b. Grace Under Pressure

  • Gain 5% chance to dodge attacks for each enemy within 12 yards, stacking up to 5 times.
  • Gain a 25% chance to reduce all cooldown by 1 second every time you dodge.
  • “Keep up or die”. – Fara Featherfoot to novitiates in the Maze of Horrors

c. Jack of All Trades

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

d. Restlessness

  • When there are 3 or more enemies within 20 yards, you gain 30% increased movement speed.
  • “The darkness approaches. Let us keep moving”. – Aris Alisto

e. Monster Tamer

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

f. Pantomime

  • Each attack has a 5% chance to summon a mime that mimics all your attacks for 2 seconds. When equipped with a Marotte, this chance is increased to 10%.
  • “The Jesters of Duncraig are widely known for their ability to copy others’ movements and skills… to much irritation, that is”.

g. Hoarding

  • Each occupied slot in your inventory increases your Gold pick-up radius by 0.1. In addition, all skill radii are increased by 10% of your Gold pick-up radius.
  • “Bring all you can. You never know what will come in handy.” – Rule No. 10, Jesters’ Creed

h. Nag

  • Critical Hits have a 10% chance to increase your weapon damage by 15% for 4 seconds.
  • “Sometimes, they just don’t know when to stop”. – King Leoric on the execution of his new court Jesters, Harry and Haras

i. Ghost in the Shell

  • Increase your Marionette’s damage by 40% and maximum Life by 15%.
  • Your Marionette now uses its active ability every 30 seconds.
  • “I cannot put my finger on how she makes those dolls so lifelike. And she’s controlling ten of them!” -The spy Meirin on Yochi Yankana at the Battle of Ten Fingers

j. Fortune Telling

  • 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 2 attacks within 3 seconds. This effect may occur once every 60 seconds.
  • “Though deemed dubious by many, Jesters are known across Sanctuary to rival the best oracles in interpreting the fabric of time”.

k. Gymnastics

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

l. Circus Master

  • Increase all damage done to Demons, Beasts, and Undead by 20%.
  • All attacks done to Demons, Beasts, and Undead have a 5% chance to Stun them for 2 seconds.
  • “The Jesters may have fallen once in their attempt to control all sorts of oddities for show, but their knowledge with these creatures have proven to be useful in battle”. – 28th Entry of the Writings of Abd al-Hazir

m. Multitasking

  • Reduce all cooldown by 20%. In addition, all Mirth generation is increased by 20% when you have 3 or more skills on cooldown.
  • “They seem to be 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

  • Increase maximum Mirth by 30. Mirth now continuously regenerates at 1.25 per second.
  • “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”.

  • Old Jester Chant

o. Juggler

  • Melee weapons in your Inventory have a 5% chance to be hurled at nearby enemies with each attack, dealing 200% of that weapon’s damage. When Four Arms is active, this chance is increased to 10%.
  • “Sometimes I forget that I only have four hands”. – Mishra Maelform, Master Juggler

p. Trick or Treat

  • Whenever you pick up items or Gold, there is a 20% chance to Stun all enemies within 20 yards for 2 seconds. Your Gold pick-up radius increases the range of this effect.
  • Enemies killed while Stunned drop 20% more Gold.
  • “Think carefully before answering when a Jester asks you this question”. – Lord Varyn of Duncraig

q. Prestige

  • Fire, Cold, Poison and Arcane damage you receive are reduced by 35%.
  • “Eccentricity is in our nature”. – Elimae Enigma, Faceless One

r. Phase Shift

  • Your movement is unhindered when you are above 90% of your maximum Life.
  • “I am beyond this realm; I am where my imagination takes me”. – Trake Treadwalker, Faceless One

s. Mesmerize

  • All your primary skills have 35% increased damage and gain a 6% chance to cast an explosion of sound and light, either Blinding or Charming enemies within 8 yards for 4 seconds.
  • “Behold! Marvel at my feats of mystery and wonder!” – Dante Dubios, Faceless One
2 Likes

You sure put a lot of thought into this class, but why on earth did you have to copy Blizzs horrible skill design with these ridiculous long cooldowns?! :man_facepalming:

All these 90 seconds and above cooldown skills ruin chances for finding interesting new builds, cause you have to stack as much cooldown reduction on your gear as possible even if it means sacrificing some damage for it…

1 Like

I would say, because it is more balanced this way.

If the Jester had 90 second ultimate cooldowns, it would clearly be an advantage over the other classes.

Unless everyone is at the 90 second mark for these, it needs to be 120 imo. Not that I’m saying making these shorter is a bad idea, I agree with you on that part, just that it is probably why he has used the current format.

@SethMD

Excellent job on the concept and write up, I would certainly try and most likely enjoy this if it were made a playable class.

I would love to see the Jester made into a Diablo IV character. I think the character could fit very well into the Diablo setting and could have interesting lore built into it, like the one in this concept!

I think of an old game called Gauntlet Dark Legends when I think of this concept, which also had a Jester class.

I would love to play as a mad jester. Swinging around clubs, throwing bombs, and adding party favor sound effects to the dismal Diablo world

This was one heck of a Necro, but I enjoyed it. I’d run this class all day :slight_smile: