Jesters license wiki




















Armed with a sickle and lute, this maniacal minstrel is a versatile class that has several tricks up his sleeves. With his oddly shaped blade he can slice the 2nd and 3rd rank positions of the opposition to ribbons, causing them to bleed out. With his lute he can provide in-battle comfort for his companions, playing songs that inspire greatness or relieve tension. His merry tunes are best in the back row however if he gets shuffled to the front his blades can do serious damage.

Regardless of his position in your party, he is able to dance elegantly around those pesky party shufflers and set up opportunities to single out an enemy and bring about its utter, almost laughable demise.

As an entertainer, he can make a stressful night of camping turn into a night of merriment and wit. The melodious riffs of his lute will make any party member's mind quiet as he encourages them to strike quickly and precisely like a tiger.

Beware though, not all find the Jester's antics amusing as mockery and cynicism is only funny until it happens to you. All who dare to confront the Darkest Dungeon know that it might mean their end, but with the Jester in tow he will make sure that it is at least a heroic end.

The Jester handles his combat encounters like a power ballad that slowly builds up and finishes off with a grand finale! On the offense, the Jester leaps to and fro in a bloody cacophony, positioning himself for a glorious end in the front ranks! Alternatively, he can hang back, delivering chilling melodies and unsettling riffs that terrorize his foes, and give strength to his allies. If you are looking for a hero who has high versatility and can provide offensive-support skills as well as being able to support the team, then the Jester hero class is the one for you.

Most of his abilities may have low damage, and he is one of the heroes that have low HP, but he makes up for it for having one of the highest CRIT who can also apply several status effects, as well as having the highest chances of dodging enemy attacks.

The Jester can move around any rank position of the team's lineup and still come out victorious in the end. When you are playing as the Jester, you must focus on upgrading his primary melee skills such as Razor's Wit and Fade to Black.

An enemy that is inflicted with the Combo token will allow any member of your team to execute skills that require a combo token in order to utilize extra damage or effect. For example, if I have the Runaway hero in my team lineup, attacking a combo token inflicted enemy with a mastered skill variation of the Runaway's Searing Strike, the skill additionally burns another enemy unit that is adacent to the target. Apart from that, the Jester's skills such as Battle Ballad and Inspiring Tune are also a must have in his arsenal so that you can support your team by also buffing with them with beneficial effects, most importantly, lowering the stress level of the team.

As for the Jester hero class, he becomes available as you reach Profile Level 9. By doing this, players will need to gather Hope resources which is used to increase the profile level. Earning Hope is done by performing well on a run, and several factors increase it such as meeting certain goals of a journey you embark on, as well as winning enemy encounters.

If you want to change your team lineup, you will need to abandon your current run and start a new one. In Darkest Dungeon 2, heroes do not equip weapons and armor now, but instead upgrades and such now depend on unlocking more skills, mastering a skill, consuming items in the Inn to apply temporary buffs, by equipping Trinkets , and unlocking more skills via a Shrine of Reflection when you are "on the road" traveling - by choosing to reflect on the Jester's past, this hero can unlock and learn more Skills.

It is highly recommended to master this skill when you can so that the Jester can also apply the Combo token to the targeted enemy unit.

Other heroes that attack a combo token inflicted enemy triggers additional Skill effects when targeted. The Razor's Wit skill of the Jester in Darkest Dungeon 2 requires him to be on mid to back ranks of the team lineup and can target a single enemy unit that is on position ranks Fade to Black : Another melee attack that cause the Jester hero class to inflict damage, he also moves back 1 rank, and applies the Blind target to the enemy unit.

It is best used against enemies that have low debuff RES. Similar to Razor's Wit, this skill is highly recommended to master this skill when you can so that the Jester can also apply the Combo token to the targeted enemy unit. This skill requires the Jester hero class to be on position ranks and can target a single enemy unit standing on ranks It is one of the default skills of the Jester hero class in Darkest Dungeon 2 and it requires the Jester to be positioned in mid ranks of the team lineup and can only target a single enemy unit that is also ranked on the mid ranks of the enemy team.

Attacking an enemy with Slice Off causes damage and can inflict Bleed. Battle Ballad : Battle Ballad is a support-type skill that is mainly used to buff a single hero unit with the Strength Token and moves them forward 1 rank. This skill requires the Jester hero class to be positioned on mid to back ranks of the team's lineup.

Inspiring Tune : Another support-type skill that players must have equipped by the Jester. Managing the Stress levels of your team is vital in this game, especially if you want to avoid them from having a meltdown which highly affects the team's relationship and lowers the chances of even surviving enemy encounters.

This skill's based effect reduces the hero target's stress by -2 and can be increased to -3 and removes the Horror token if it is mastered - the Insipiring Tune skill has a cooldown of 1 Turn before it can be used again.

Play Out : Play Out is another support-skill that grants a Block Token and causes the targeted hero unit to move back 1 rank. The Play Out Skill of the Jester hero class in Darkest Dungeon 2 requires him to be ranked on positions and can only target a single hero unit that is positioned on team ranks Requires the hero to reflect on his past via the Shrine of Reflection to learn this skill. Harvest : This is a useful melee attack of the Jester hero class which deals damage and the Bleed DoT against two adjacent enemies that are positioned on enemy ranks , killing two birds with one stone as what they say.

The Harvest skill requires the Jester to be on team position ranks 2 or 3 in order to use it. As good as it sounds, this skill is best used in certain situations if needed since it has a cooldown of 2 turns and triggering this effect causes the Jestr to move back 3 ranks, become Vulnerable and Dazed.

Finale requires the Jester to be positioned on ranks 1 or 2 and can only target a single enemy unit of any rank. Solo : Solo is a self-support skill that can only be used on the Jester hero class.

Triggering this skill causes the Jester to move forward 3 ranks, applies the Dodge effect for 2 instances, as well as acquiring the Speed Token. If you want to gain the advantage or the upper-hand during an encounter, this is a good skill to use despite having a cooldown of 1 Turn.

The Dodge Token can only be triggered and disappears after getting hit or successfully dodging twice, however, this token can be stacked increasing the number of dodging. Choose two Spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Jester table, or a cantrip.

The chosen Spells count as Jester Spells for you and are included in the number in the Spells Known column of the Jester table. When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.

As normal, you can't increase an ability score above 20 using this feature. Beginning at 4th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. You may pretend about a lot of things. But how hard you hit is not one of them.

At 5th level Your weapon attacks score a critical hit on a roll of 19 or Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At the beginning of level 6, the Jester is now able to use illusionary magic. The Jester may create 1 "Fool's" card every short or long rest. They may only have up to three of these cards at only one time. As a Reaction the Jester can conjure "The Fool's" card at any given moment.

With this card, they are able to dodge, or parry any singular attack. The jester gains advantage on saving throws associated with a single magical attack, in addition if the jester makes a saving throw that would allow them to take half damage they take none. The jester can Parry a single melee attack. At the beginning of level 9, the Jester has the ability to summon strength through the Tarot Cards.

Once he chooses either the Light or Dark Tarot Cards, he can only summon from that deck selection for the day, "The Fool" not included. From the light deck he may choose which card he summons.

From the dark deck he chooses the card summoned at random, rolling 1d10 to decide. At the beginning of level 9, the Jester's critical hit range increases from to with all proficient weapons. In addition you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn. Beginning at level 10, as a bonus action, the Jester can swap locations with an ally.

If any ally is within 50 ft of the Jester and if they are being attacked, as a reaction the Jester is able to swap places via netherswap with said ally, the jester may then and they may then roll 1d20 adding their Dexterity modifier. If the roll equals one half or more of the attackers attack roll, the Jester may take no damage from the attack. If less than half the Jester takes half damage. The attack part of this feature can be used a number of times equal to your Charisma modifier a minimum of once.

You regain any expended uses when you finish a Long Rest. Once the Jester reaches level 14, the Jester gains the ability to control the shadows of others. If a humanoid within 60 ft. The target must make a Wisdom saving throw against the Jester's spell save DC; if the target fails then the Jester is able to take control over the enemy as if they were his puppet. This effect lasts for 30 seconds or until the Jester cancels this effect.

While this is active, the Jester cannot move from his spot and cannot defend himself. The creature can roll a Wisdom saving throw at the start of their turn to break free early. This ability can be used once per long rest. At the beginning of level 14, the Jester's conjuration magic grows in strength. The Jester is now able to wear two layers on his mask.

The first layer is his real mask and the second layer is a mask conjured as a weapon. The Jester is able to remove this mask and throw it as an explosive upon impact. This acts as the same as shooting an arrow from a bow or a weapon with the thrown property. The critical range for this attack is Further, if the Jester is successfully grappling an enemy or sneaks up to an unsuspecting enemy, he can instead force the target creature to wear the mask.

The target must make a contested Dexterity saving throw against the Jester's acrobatics check or take 3d8 psychic damage. The Jester must take a long rest before conjuring another "mask". Once the Jester hits level 15, the Jester gets a jack in the box. They may use their action to crank it, it begins to laugh hysterically and uncontrollably during combat.

Each hostile creature within a 60 ft. Enemies who fail the save are now frightened by the Jester. At the beginning of their next turn the Jester's box pops, anyone who is frightened by the Jester and can see the jack in a box takes 5d8 psychic damage.

At the beginning of level 15, the Jester is able to hasten his movement. As a bonus action, the Jester is able to quickly move. If he is next to an enemy when he uses flash step it does not target opportunity attacks.

When jester is not next to an enemy and he uses flash step his movement is doubled. After using Flash Step a number of times equal to their proficiency bonus, the jester may not use it again until they complete a short or long rest.



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