Joker
MEDIUM BEAST (ORANGUTAN), CHAOTIC GOOD
Class: Tinkermage
Alignment: Chaotic good
Background: Awakened orangutan? (Acolyte)
Hit Points: 19
Hit Dice: 2d8
Size: Medium
Speed: 30 ft
Proficiency Bonus: +2
Passive Perception: 12
Languages: Common, Sign Language, Apeish
Initiative: +4
AC: 16
STR 12 (+1) DEX 18 (+4) CON 13 (+1) INT 16 (+3) WIS 14 (+2) CHA 10 (+0)
Features
Augment: Blast of Fury
Augment: Hunter’s Steps
Tinkercraft
Magic Item Creation
Mechanical Toucan
Expert Climbers
Long Limbed
Knuckle Walk
Surprisingly Sneaky
Shelter of the Faithful
Spells
Spell Attack Modifier: +5
Spell Save DC: 13
Cantrips Known: Chill Touch, Prestidigitation
Prepared Spells:
• 1st Level (4 slots): Alarm, Faerie Fire, Grease, Shield, Detect Magic
Actions
Quarterstaff. Melee Weapon Attack: +3 to hit. Range 5ft/10ft. Versatile. Damage: 1d6/1d8 +4 bludgeoning.
Carried Gear
Studded Leather Armour
Tinker’s tools
Dungeoneer’s pack,
Light crossbow and 20 bolts
Notebook to hold your
plans, sketches, and
technical drawings
Holy Symbol
Saving Throws
+1 Strength Saves
+6 Dexterity Saves*
+1 Constitution Saves
+5 Intelligence Saves*
+2 Wisdom Saves
+0 Charisma Saves
Skills
+4 Acrobatics (DEX)
+2 Animal Handling (WIS)
+5 Arcana (INT)*
+1 Athletics (STR)
+0 Deception (CHA)
+5 History (INT)*
+4 Insight (WIS)*
+0 Intimidation (CHA)
+5 Investigation (INT)*
+2 Medicine (WIS)
+3 Nature (INT)
+2 Perception (WIS)
+0 Performance (CHA)
+0 Persuasion (CHA)
+5 Religion (INT)*
+4 Sleight of Hand (DEX)
+6 Stealth (DEX)*
+2 Survival (WIS)
* Prof. bonus added