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Space Clown

Core Space Clown Traits
Primary Ability Dexterity
Hit Point Die 1d10
Saving Throw Proficiencies Dexterity & Wisdom
Skill Proficiencies Choose four from Acrobatics, Performance, Sleight of hand, Stealth, Deception, Persuasion, Focus
Weapon Proficiencies Simple
Tool Proficiencies Saboteurs kit
Armor Training Light
Starting Equipment Bag of tricks, Clown Costume, 20 pack of balloons

Class Features
LevelProficiency BonusClass FeaturesReality Instability
1+2Reality Warping, Bag of Tricks2
2+2Life of the Party3
3+2Subclass, Expertise, New Reality Warping Abilities4
4+2Ability Score Improvement5
5+3Reality Warping: pushing limits, New Reality Warping Abilities7
6+3Subclass Feature8
7+3Distracting presence9
8+3Ability Score Improvement10
9+4New Reality Warping Abilities11
10+4Encore13
11+4Ability Score Improvement14
12+4New Reality Warping Abilities15
13+5Questionable sanity16
14+5Subclass Feature17
15+5New Reality Warping Abilities19
16+5Ability Score Improvement20
17+6New Reality Warping Abilities21
18+6Mimicry22
19+6Ability Score Improvement23
20+6New Reality Warping Abilities25

Reality Warping

At first level you gain the ability to warp the world around you to your own whimsical needs, no one knows how this ability works least of all you, as a bonus action (unless stated otherwise) you may spend Reality instability points to use one ability on the table below.

Pushing Limits

at 5th level instead of spending points on a reality warping ability you may take 1d12 force damage per point.

NamePoint CostLevel RequirementEffect
Pom Poms11With a flick of your wrist you produce two bright pink pom poms and cheer your allies along, choose a creature you can see within 60ft, this creature gains 1d6 to be used on their next attack roll or ability check
Tumble11You pretend to trip over something making an exaggerated fall and tumbling forward, you may move up to 10ft, this movement does not provoke opportunity attacks
Pie to the face13You produce a cream pie in your hand, make a ranged weapon attack 15ft against a creature on a successful hit the target is covered in cream and is blinded for 1 minute or until it uses an action to clean itself
Impossible Geometry23Ever wonder how so many clowns fit in such a small car? For the next minute your size is treated as tiny, your physical dimensions do not change, this can allow you to fit into something as small as a handbag
Streamers45With a grand gesture a barrage of streamers flies from your sleeves covering creatures near you making them especially visible. Creatures in a 15ft cone must make a DC13 dexterity saving throw, on a failed save attacks against the creature have advantage. A creature must spend their action to remove the streamers
Endless Handkerchiefs15Reaching deep into your sleeves a rope of knotted handkerchiefs is seemingly endless.
You may use your action to pull out 3ft of knotted handkerchiefs, this action is repeatable until you wish to stop, the handkerchiefs disappear from existence whenever you or any other creature stop observing them. These handkerchiefs hold no Credit value.
False Flower39A beautiful flower of your choosing present on your outfit that sprays a noxious liquid.
You create a 15ft cone on acidic liquid, creatures within range must make a DC17 dexterity saving throw, on a failed save the creature takes 3d6 acid damage or half as much on a successful save, you may spend an additional 3 Reality Warping points to add an additional 2d6 acid damage
Distracting presence 19All eyes are on you, through a mix of ridiculous dances and slap stick comedy.
For the next minute attack made towards creatures within 10ft of you are made at disadvantage, attacks toward you are made at advantage. you may not use another reality warping effect while distracting presence is active
Inflatable Hammer412Surely this cant hurt, its air and rubber after all. You produce a large inflatable hammer that lasts for 1 minute, the inflatable hammer deals 2d6 damage, after hitting a creature with this weapon they must make a DC13 wisdom saving throw or be stunned for 1 minute as cartoon birds and stars circle around their head repeating this save at the end of each of their turns.
Honk!!!312You squeeze your big red nose creating a deafening honk. All creatures within 30ft must make a constitution saving throw DC16 or be deafened for 1 minute.
Transmutation1015You didn't need that expensive watch anyway.
You may take an object which you can reasonably hide on your person and turn it into a comedic prop, you may choose to revert this change within the next minute, if you do not the change is permanent.
Sneaking soundtrack415A whimsical song seems to emanate from somewhere nearby. For the next hour you have advantage on stealth checks and creatures have disadvantage on perception checks against you. Your allies may make a DC13 performance check to also gain these benefits
No No No Its His Go15 (you may use this ability as a reaction)17I'm pretty sure the enemies weren't paying attention anyway. You may end an enemy creatures turn immediately, interrupting whatever action or movement the enemy is making and designate an ally within 30ft of you, this ally then gains an additional turn. this does not change initiative order.
Ever Heard of D&D1017Seems like this game is for a bunch of nerds
you may look in the players handbook and cast any 5th level spell or lower, ignore casting time and material components should they be required.
Join the Troupe1220Running away with the circus has never been so appealing.
one target humanoid you can touch becomes an ally to you permanently all equipment on the individual disappears and is replaced with a clown outfit, the creature keeps its stats but loses all memories and special abilities

Bag of tricks

At first level you gain the ability to produce a seemingly infinite number of props from your bag of tricks, these items may only be used for comedic effects and disappear once they stop being used for a joke

Life of the Party

At level 2, your mere presence incites those around you to be their best self. at the start of each day you may give an number of allies equal to your proficiency bonus heroic inspiration.

Distracting Presence

At level 6, Once per long rest you gain the ability to use your abilities as an entertainer to draw the eye away from your allies and towards yourself. As an action, you can start a performance that lasts until the end of your next turn. During that time, attacks made against any friendly creatures within 30 feet of you have disadvantage, Attacks made towards you have advantage. A creature must be able to see you to gain this benefit. The performance ends early if you are incapacitated, obscured, silenced or if you voluntarily end it (no action required).

Encore

At level 10, you may repeat the last Reality warping effect you used on a previous turn but spend only half the reality warping points (rounded up). You may not use the pushing limits on an ability you have encored.

Questionable sanity

at level 13 your mind is simply to chaotic for psionic influence to effect you. You are immune to being charmed and your mind cannot be read, you also gain immunity to psychic damage.

Mimicry

at level 18 you gain the ability to mimic an ally to a perfect degree. Once per long rest you may copy a class ability that an ally performs as a reaction.

Subclasses

Wild Card

Deck of too many things

At level 3 you gain a deck of 53 cards which when drawn have a variety of effects when you pull a card do not replace it into the deck, the deck refills itself at the beginning of each day. when using a reality warping effect you may draw a card from your deck and the effect resolves.

you may also choose to draw a card to gain advantage on your next attack roll.

CardEffect
Ace of spadesHeavy metal music emanates from around you from for the next 3 minutes this can be heard from 500ft away
Two of spadesfor the next 1d6 days you do not require food other than a cup of tea that must be drank as elegantly as possible
Three of spadesfor the next minute your skin becomes a reflective mirror, whenever you would take laser damage you must select another creature within 30ft to take the damage instead, if there are no creatures within 30ft you take the damage
Four of spadesYou are surrounded by a sphere of energy increasing your AC by 2
Five of spadesYou are immune to the effects of poison including alcohol and drugs for the next 5d6 days a glowing ethereal neon sign with the word SOBER hovers above you during this time
Six of spades4 creatures within 60ft of you are knocked prone by a mysterious force, you must choose 4 creatures to be knocked prone, if less that 4 creatures are within 60ft of you the next creatures to enter this radius are instantly knocked prone
Seven of spadeseach creature within 30ft of you turn invisible for 1 minute, this invisibility ends when the creature makes an attack action
Eight of spadesYou may immediately take one extra action
Nine of spadesYour size increases by one stage for the next minute
Ten of spadesA loud voice narrates your actions for the next minute, being heard up to 100ft away
Jack of spadesyou teleport up to 60ft, any remaining distance is used to teleport you that high in the air e.g. if you teleport 20ft away you are also put 40ft in the air
Queen of spadesyou gain advantage on all strength and dexterity checks for the next minute
King of spadesYou gain resistance to all damage for the next minute
Ace of clubs8 frag grenades are launched in eight different directions centred on yourself traveling 30ft out from you
Two of clubsBoxing gloves appear on your hands forcing you to drop whatever you are holding for the next 1 minute, your unarmed strikes deal 1d6 plus your strength
Three of clubsFor the next minute any flammable object you lay your palms on bursts into flames non-metallic creatures you touch ignite taking 1d6 at the start of each of their turns until they take an action to extinguish themselves
Four of clubsThe ground around you cracks and becomes difficult terrain in a 30ft radius
Five of clubsToxic pustules cover you and immediately explode dealing 3d10 acid damage to all creatures within 10ft
Six of clubsThree creatures within 30ft are struck by lightning taking 4d10 electric damage
Seven of clubsOne creature within 60ft becomes terrified of you for the next minute and must use its movement on each of its turns to run away from you
Eight of clubsA random creature within 30ft of you becomes poisoned, the creature may use its action to vomit, taking 3d10 acid damage to end the condition
Nine of clubs A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centred on yourself. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. you are immune to this effect
Ten of clubsThe next Reality Warping ability you use does not cost any points
Jack of clubsInstead of rolling damage for your next attack you deal the minimum damage possible
Queen of clubsA 1 ton weight falls at a random point around you determine the direction from you with a d8 and the distance equals 1d6 x 5ft this deals 10d10 to a creature it hits and 2d10 to any creature within 5ft of the impact point
King of clubsInstead of rolling damage for your next attack you deal the maximum damage possible
Ace of heartsYou regain all lost hit points
Two of heartsYou lose half of your remaining hit points and distribute them among creatures within 30ft
Three of heartsfor the next minute you regain 5 hit points at the start of your turn
Four of heartsfor the next minute creatures within 30ft of you gain 5 temporary hit points at the start of your turn
Five of heartsYou regain 2d10 hit points
Six of heartsYou lose 2d10 hit points
Seven of hearts You regain 1d6 Reality Warping points
Eights of heartsYou perceive the nearest creature as saying something incredibly hurtful towards you, you are frightened of this creature for 1 minute or unless they sincerely apologise to you making a DC 15 performance check as a bonus action
Nine of heartsYou may drain any amount of hit points from an ally within 30ft, upon revealing this card you may not discuss the amount of hit points you will drain, you must drain at least 1 hit point
Ten of heartsIf you die within the next minute you immediately resurrect at 1 hit point
Jack of heartsAll creatures within 30ft of you regain 3d10 hit points... except you
Queen of heartsAll creatures within 30ft of you must make a DC18 wisdom save or be charmed by you for the next minute
King of heartsAll creatures within 30ft of you take 1d10 necrotic damage, you heal for the amount of damage dealt
Ace of diamondsFor the next hour a halo of letters hovers above your head, you may not lie during this time, you can also tell when someone else is lying to you
Two of diamondsYour height permanently changes a number of inches roll 1d20 if odd you shrink by that amount if even you grow by that amount
Three of diamondsYou grow a large rainbow coloured beard that lasts until you sneeze at which point the beard explodes off your face creating a cloud of rainbow mist in a 15ft cone
Four of diamondsYour skin becomes a random colour
Five of diamondsYou turn into a roomba for the next minute, your movement speed is reduced to 10ft and you cannot speak or make any actions, you have 2 hit points, when these hit points are reduced to 0 you revert to your previous form
Six of diamondsYou cant speak for the next minute, whenever you try to speak pink bubbles float out of your mouth, every time these bubbles pop they speak one of the words
Seven of diamonds You cry uncontrollably for the next minute, whenever you try to speak you hiccup and snot runs from your nose
Eight of diamondsIllusory butterflies and petals flutter in the air around you within 10ft for the next minute
Nine of diamondsYou become the paragon of hope and inspiration, at the start of your turn you may give one creature advantage on their next attack roll or saving throw
Ten of diamondsAn illusory copy of you appears next to you, at the start of your next turn it runs towards the a creature you designate within 60ft and explodes dealing 3d10 force damage
Jack of diamondsFor the next hour your eyes emit a bright light in a 120ft cone
Queen of diamondsAn eye appears on your forehead for the next hour you have advantage on perception checks that rely on sight
King of diamondsA banana appears in your hand and exists for the next minute, while holding the banana in your hand or mouth you gain +2 to all attack rolls and saving throws
JOKERYou must immediately draw 10 cards resolving them in order, if this card appears when using chancer you must choose this card

Three card Monty

starting at level 6 once per long rest you may designate 2 other creatures and swap any of their places via teleportation

Chancer

Starting at level 14 instead of drawing one card when using your deck you may draw three and select the effect you would like to resolve.

Acrobat

Enthralling Performance

At level 3, If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw DC15 or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.

If a target succeeds on its saving throw, the target has no hint that you tried to charm it.

Once you use this ability, you can’t use it again until you finish a short or long rest.

Evasive Dance

At level 6, You may use your action to begin a dance of incredible speed and evasion, your movement speed is doubled, when passing a creature you may force the creature to make an attack of opportunity against you, the creatures attack is an automatic miss. You may use this ability a number of times equal to your proficiency bonus.

Flash Mob

At level 14, You gain the ability to make even the most stiff individual a world class dancer, as an action you may choose up to five creatures within 30ft that you can see and force them to dance exactly as you do, each creature you choose immediately makes the dodge action until the end of your next turn without having to use their action (this does not effect the creatures ability to attack or take actions during their turn). you may use this ability a number of times equal to your proficiency bonus.

Prankster

Butter fingers

At level 3, You gain advantage when taking the disarm action

Pop goes the weasel

At level 6 you gain the ability to use your action to choose one target creature within 30ft, a jack in the box becomes affixed to their person at the start of each of their turns you roll 1D6, upon your cumulative result reaching 6 the box detonates dealing 6d6 force damage. you may use this ability a number of times equal to your proficiency bonus. You may only have one instance of pop goes the weasel active at one time.

Friendly fire

At level 14 you gain the ability to use your action to force one creature you can see within 60ft to make an attack action against another creature. you may use this ability a number of times equal to your proficiency bonus.



Created by

WonkaV2.

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