

Entertainment
"Everyone has an inner clown, they just haven't spun enough times." - Motto of the Vorixo college. The clown is a magical individual that channels the boundless joy, wonder and comedy (as well as sadness, fear, and tragedy) of the natural world to create spells that entertain. As a clown you would enter a college to learn your persona and to become the greatest, most show stopping form of yourself. The trials of becoming an entertainer is long but each day grants new experiences and room for growth, you dedicate yourself and essentially your life to the love of making people feel, the world is your stage and every day is another curtain call.
Comedy as Art
There are multiple forms of magic, that which spreads through ancestry, ritual, contracts, exposure, or study, each of these are different ways that other people may tap into parts of this unending force known as magic. The first clown will always be remembered to have learned how to use magic without reading book or learning a single spell. The energy of emotion encompasses near every living (and at times non-living) creature. Some theorize that entertainment magic comes from another realm or from the energy of the world, but the magic is actually drawn from the energy given off by other creatures.
On a stage of thousands, a good artist could end up firing a blast of flame and sparks into the air to conclude their act. A dancer may end up weaving the love and adoration from her audience into a vibrant colorful show of illusions that seem to real. A mime, while performing their act, my actually get carried away by their mimed balloon. This is not mastery born of training with deliberate magic, but mastery of entertainment so well done it is accidental magic.
The Clown
| Level | Proficiency Bonus | Features | Momentum Die | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Spellcasting, Momentum | 1d6 | 2 | 2 | — | — | — | — | — | — | — | — |
| 2nd | +2 | Prop Work, Improvised Defense | 1d6 | 2 | 3 | — | — | — | — | — | — | — | — |
| 3rd | +2 | Persona | 1d6 | 2 | 4 | 2 | — | — | — | — | — | — | — |
| 4th | +2 | Ability Score Improvement, Joy and Terror | 1d6 | 3 | 4 | 3 | — | — | — | — | — | — | — |
| 5th | +3 | Visage | 1d8 | 3 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6th | +3 | Persona Feature, Clown Cap | 1d8 | 3 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7th | +3 | Bonk, Bounce | 1d8 | 3 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8th | +3 | Ability Score Improvement | 1d8 | 3 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9th | +4 | Honk, Assimilate | 1d10 | 3 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10th | +4 | Persona Feature | 1d10 | 4 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11th | +4 | 1d10 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | |
| 12th | +4 | Ability Score Improvement, Surprising Depths | 1d10 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13th | +5 | Prestige | 1d10 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14th | +5 | Persona Feature, Applause | 1d12 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15th | +5 | 1d12 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | |
| 16th | +5 | Ability Score Improvement | 1d12 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17th | +6 | Curtain Call | 1d12 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | Crashendo | 1d12 | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Ability Score Improvement | 1d12 | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | Dying Laugh, Persona Feature | 1d12 | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |

Class Features
As a clown, you gain the following class features
Hit Points
- Hit Dice: 1d6 per clown level
- Hit Points at 1st Level: 6 + your Constitution modifier
- Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per clown level after 1st
Proficiencies
- Armor: None
- Weapons: Light, thrown, and improvised Weapons
- Tools: Disguise kit, Single Wheeled Land Vehicle, one other tool of your choice.
- Saving Throws: Dexterity, Charisma
- Skills: Performance and any two other skills.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) two light weapons, (b) 6 thrown weapons, or (c) an improvised weapon of your choice
- a disguise kit
- an entertainer's pack
- a tool of your choice
Spellcasting
Beginning at 1st level, you are taught to manifest the chaotic energies of emotion to create entertainment magic. See the end of this pdf for the clown spell list.
Cantrips
At 1st level, you know two cantrips of your choice from the clown spell list. You learn additional clown cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Clown table.
Perparing and Casting Spells
The Clown table shows how many spell slots you have to cast your clown spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spells level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of clown spells that are available for you to cast, choosing from the clown spell list. When you do so, choose a number of clown spells equal to your Charisma modifier + your clown level (minimum of one spell). The spells must be of a level for which you have spell slots.
You can also change your list of prepared spells when you finished a long rest. Preparing a new list of clown spells requires time spent in practice while working on your act: at least 1 minute per spell for each spell on your list.
Spellcasting Ability
Charisma is your spellcasting ability for your clown spells. Your magic comes from the emotional energies of all those around you that you feed back to the audience through comedic whimsy. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a clown spell you cast and when making an attack roll with one. You cannot cast any spells while alone, hiding, invisible, or without at least one creature to witness.
Spell save DC = 8 + you proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier
Ritual Casting
You can case a clown spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Momentum
Starting at 1st level clowns have an innate momentum to their acts, they make comedy or tragedy out of anyone's misfortune, even yours. When you or any hostile creature within 100 feet of you would fail a saving throw, you gain 1 Momentum die represented by 1d6.
You can expend your Momentum die to better your clown features. You can have a number of momentum dice equal to your proficiency and the die increases to 1d8 at level 5, 1d10 at level 9, and 1d12 at level 14.
Prop Work
Starting at 2nd level, you have mastered the art of being able to create a Prop. You can spend 1 minute to create a rubber or plastic orb seemingly out of nothing. In all of its forms this orb has 8 AC and 1 Hit Point. As a bonus action you can shape this orb into any non-magical weapon of your choice which deals no base damage. This orb can also be used to replace any material costs for a clown spell you know. Finally, as an action, this orb can be inflated to immense proportions, decreasing your movement speed by 10 feet and giving you 20 feet of flight and 20 ft swimming speed. As a bonus action you can revert the prop to it's base form. You can make a number of props equal to your proficiency bonus per long rest and they expire after 1 day.
Improvised Defense
At 2nd level, you are able to manipulate the battlefield as a great stage for your clowning act. When a creature would make an attack action or spell attack against you, you can use your reaction to expend a momentum die and increase your armor class for that amount for the rest of the turn.


Additionally if you are within 10 feet of an object that is can be held in two or less hands, you can block the attack with the object to increase this momentum die roll by 2. The object, if non-magical, is destroyed once used this way.
Persona
At 3rd level, you begin to form your clown persona and choose what form of clown you will be: Act of Acrobat, Act of Cheerleader, Act of Comic, Act of Harlequinn, Act of Jester, Act of Mascot, Act of Mime, Act of Pierrot, or Act of Ringmaster each of which is detailed at the end of the class's description. Your choice grants you features at 6th level and again at 10th level, 14th level, and climaxing at the powerful Dying feature at 20th level.
Ability Score Improvement
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.
Joy and Terror
Starting at 4th level, you are able to exploit the danger a creature would be in with humor or with terror. When a creature would take halved damage from a spell due to resistance or succeeding a dexterity saving throw, you may use your reaction to cast the spell Cause Fear or Tasha's Hideous Laughter on that creature as if it were a prepared clown spell. You may use your momentum die to increase that spells spell save DC.
Visage
At 5th level, you have perfected the make up of your clown guise. At the end of a long rest or the start of your day, you can apply make up using your disguise kit. While the make up is on, your stealth checks are made with disadvantage and your performance checks are made with advantage. You can take 10 minutes or a long rest to remove this make up, while it is not applied, your stealth checks are made with advantage instead.
This make up remains even when you would take facial injury, be doused in water or ice, or if your body is completely destroyed, the make up remaining on whatever is left of your face.
Theatrics
Starting at 5th level, your body has grown flexible and limber enough to disadvantage other's abilities when they would try to harm you. When an attack would miss you or you would take the dodge action on your turn, you can spend a momentum die to use your reaction, making all creatures that would attack you or cast a spell that would put you in their target's range to decrease their attack roll or Spell save DC by that amount.
Entertainer's Cap
At 6th level you have finally earned your entertainer's cap, a hat of your own specification, made majorily of cloth that is always on your person and cannot be lost. When worn, this cap grants only one of the three following effects until the end of your next long rest.
- You can cast 2 cantrips as an action per turn.
- You can roll Charisma as your saving throw instead of Strength, Constitution, Wisdom, or Intelligence.
Bonk
Upon reaching 7th level, you become a talented crafter of rubber or balloon weaponry. If you or an ally would hit with a weapon from your Prop Work feature, you can either treat that as a successful shove action regardless of the creature's size, a weapon that deals force damage equal to your Charisma modifier, or successfully deafen the creature if possible and deal 2d6 thunder damage to that creature. The damage can be increased by spending your momentum die.
If this attack would be a critical, instead, knock out the creature if it has less hit points than twice your clown level or incapacitate the creature and deal force damage equal to your Charisma modifier.


Bounce
Starting 7th level, you are a great deal more bouncy than the average humanoid. If you would take fall damage and land on another creature, that creature takes the fall damage instead. If you would take fall damage and not land on a creature, you bounce that many feet in any direction instead and any creature or object you collide with shares the remainder feet in damage on a failed Dexterity saving throw against your spell save DC, if they succeed you take the damage alone.
The DC or damage can be increased by spending your momentum die.
Honk
Beginning at 9th level, you learn how to let out a menacing honk that terrifies all. As an action, you let out a deafening honk and creatures within a 40 foot circle originating from your position must make a constitution saving throw against your spell save DC. On a failure, they take 4d6 thunder damage, become deafened, and gain disadvantage on their next attack. On a success, if they are already deafened, or if their ears are covered beforehand, they take half as much damage and no other effects.
The DC or damage can be increased by spending your momentum die.
Assimilate
At 9th level you can reach into the inner clown that exists in all people. As an action, make a performance check against the Wisdom of a number of targets equal to your proficiency. Those you succeed against become charmed and must dance, juggle, do handstands, or laugh instead of making their movement action. They fall prone when trying to use a bonus action or reaction, and they must make a Wisdom Saving Throw against your spell save DC to escape this charm. If they succeed they cannot be charmed this way for 24 hours.
Surprising Depths
Starting at 12th level, you have a knack for switching your personality to better match the situation you are in, befuddling enemies. Once per short rest, when you would choose to fail a Charisma or Wisdom saving throw, you can choose to not be charmed, frightened, or to be teleported to a distance of up to 60 feet in any direction you wish. Make a performance check against the caster or attacker's perception, if they succeed they see through your ruse, if they fail, they are non the wiser.
Prestige
At 13th level, you have become recognized for the clown you are. Through trial and tribulation, you are now able to spend your downtime to perform for others and your name is known for miles, you earn enough to support a Aristocratic lifestyle (10 gp minumum per performance).
Your props granted by the Prop Work feature do not expire unless actively destroyed.
You gain an additional proficiency to any two skills you are already proficient in.
When casting a 1st level clown spell, if it does not deal any damage, you may expend a momentum die to cast it as a 3rd level spell, this still expends a 1st level spellslot. Casting of a higher spell slot than 3 for these would still use the new spell slot cast.
For Example, if you cast color spray as a 4th level spell it uses a 4th level spell slot, but if you cast it as a 3rd level spell it only uses a 1st level spell slot.
Applause
Beginning at 14th level, you are the star attraction of any stage, whether it would be the stage of battle or the theatrical stage. As bonus action you can grant a momentum die to as many friendly creatures as you like up to the maximum you are storing.
They may expend this die as a reaction to increase their AC (until the end of the turn), Spell save DC (until the end of the turn), Attack, Movement Speed, or Saving Throw roll. Granting momentum dice counts as having expended them for you and others cannot store more than one momentum die.
Curtain Call
Starting 17th level, with a dazzle of magical light that sparks the emotions of others. While of combat, you and your allies may make a collective performance check. All hostile or potentially hostile creatures within 150 feet now see you and must make a collective wisdom saving throw. If you succeed, they are surprised and each party member who agreed to making the check gains a Momentum Die. If you fail, you gain momentum dice equal to the number of party members who helped.


They may expend this die as a reaction to increase their AC (until the end of the turn), Spell save DC (until the end of the turn), Attack, Movement Speed, Saving Throw roll, or gains Temporary Hitpoints. Others cannot store more than one momentum die.
Crashendo
At 18th level, you explode into a cosmic inferno of emotional energy, damaging, enthralling, and scaring all that view your splendorous act. Once per long rest, as an action, all creatures that can see you must make a Wisdom saving throw against your spell save DC. You can increase this DC using your momentum die.
All creatures that are hostile towards you that fail must attack you for their action or move closer to try to attack you and gain disadvantage on attacking any other creature, 10 feet less movement speed attacking any other creature, and grants advantage to other creatures that would roll saving throws for their spells and features.
All creatures that are hostile towards you that succeed become frightened by you.
All creatures that are friendly towards you that fail gain the Sentinel feature, the Pack Tactics feature, and deal an additional 2d6 thunder damage to their attacks.
All creatures that are indifferent towards you or are friendly and succeed become charmed by you.
These effects persist until you would be brought down to 0 hit points or until 1 hour has passed.
Clown Subclasses:
Act of Acrobat:
The Acrobat is an age old traditional artist, using the body as their canvas and the control they have over it as their paints. An Acrobat can swing near effortlessly in and out of the fray, enamoring all that view them. Able to fit into smaller spaces, perform greater physical feats, and
Dancing
Starting at 3rd, you gain the following:
- Your movement speed increases by 10 feet
- Your jump distance is tripled.
- You have a climbing speed equal to your walking speed.
Additionally, as a bonus action, you may use your all of your momentum dice to increase your movement speed, jump distance, or climbing speed by that amount for that turn.
Flipping
At 6th level you gain the following:
- You gain advantage on Grappling attacks, Shove attacks, and Disarming attacks and you may increase these rolls by your momentum die.
- You may Dash, Disengage, Dodge, Help, Hide, Overrun, Ready, Search, or Use Object as a bonus action on your turn instead of an action.
- You may tumble without as a free action.
Tightropes
Starting at 10th level, your movement is unaffected by difficult terrain and while hiding or sneaking you are able to move your full movement speed instead of half.
In addition you gain advantage on dexterity saving throws.
Springed Bounce
At 14th level, your Bounce feature becomes enhanced by your limber body. When you would collide with a creature or object, you do not take away of the damage and you may rebound off of that creature or object up to the full fall damage amount in feet towards any direction you wish. If you collide again, you both share the damage, if you do not collide take the damage alone.
Dying Laugh - Ragdoll
At 20th level, you become the embodiment of a ragdoll when dying. While your hit points are 0, you cannot take damage and your armor class is 0. At any time that you would be attacked, the attacker must make a strength saving throw against your spell save or become grappled and prone. To escape they may make this check again. Once they reach 0 hit points the creature's dying body gains this feature and you both move 20 feet away from each other in any two directions you choose.
Act of Cheerleader:
The Cheerleader is the inspiration of every team. A relatively new clown act, the Cheerleader works using momentum points to distribute effects and conditions to friends and enemies alike.


Inspiration
At 3rd level, the Cheerleader may choose to grant a momentum die to a friendly creature instead of gaining one as per their momentum feature.
Give me a C-L-O-WN!
At 6th level, each player that has a momentum die can spend their momentum die as a reaction to aid you in a cheer. All players that spend this die must make a check of their choice against your spell save DC.
-
If no players pass, lose all your remaining momentum.
-
If one player passes, then refund the momentum dice spent.
-
If two players pass, then increase their next roll by their proficiency.
-
If three players pass, each player is refunded their reaction and gain double their proficiency on rolls for their next turn.
-
If four or more players pass, each player is refunded their reaction and gains the action surge and second wind features .
Pride Crusher
Starting 10th level, the Cheerleader may grant hostile creatures momentum dice whenever an attack would miss the Cheerleader. No hostile creature may gain more than one momentum die. The next roll a hostile creature would make is decreased by the momentum die, expending it.
Poise
Beginning at 14th level, as an action the Cheerleader may expend all momentum dice on all creatures within 50 feet of them. Rolling all the dice to do one of the following effects.
- Regain Spellslots in levels adding up to the number rolled on the dice.
- Friendly creatures with 50 feet of you gain temporary hitpoints equal the number rolled on the dice.
- Hostile creatures of your choice with hitpoints adding up to the number rolled on the dice become stunned.
Dying Laugh - Doll Face
At 20th level, your death is such a beautiful sight that those who behold you are are petrified in awe. While at 0 hit points, hostile creatures within 45 feet of you must make a wisdom saving throw against your spell save or becomes stunned. Each time you fail a death save, you may choose a stunned creature and within 30 feet of you, it becomes petrified.
Act of Comic:
The Comic is the original clown. A clown which is capable of bringing joy and happiness to all those around them through humor. Whether throwing pies or having a seemingly endless amount of props to combat the enemies of comedy.
Slapstick
Starting 3rd level, your props can form into different objects of varying hilarity. Your Prop Work feature gains the following additional transformations:
-
Banana Peel: You are able to make your prop into a banana that can be eaten as a bonus action to gain temporary hit points equal to your proficiency and you may drop the peel on the ground to make a 15 foot circle of difficult terrain originating at a square within 10 feet of you.
-
Cow Bladder: You can leave this prop anywhere within 15 feet of you. If the prop is stepped on or a creature would move into the same space as it. It lets out a comedic sound drawing the attention of every creature within 60 feet. While creatures are distracted they are counted as indifferent to all creatures other than the center of attention for the round.
-
Creampie: You are able to make your prop into cream pie of a flavor of your choice. You can throw this pie at any creature, if you hit then the creature (if it has eyes) is blinded.


- False Chicken: You are able to shape your prop into a +1 magical bludgeon. If you hit with this weapon, the creature must make a wisdom saving throw against your spell save or be stunned until the start of your next turn.
- Unicycle: You can turn your prop into a geared vehicle to gain 15 movement speed while mounted on it.
- Water Flower: You can shape your prop into a water squirting flower. If a creature is within 10 feet of you. You can use this prop as a bonus action to be able to move away from this creature without drawing attack of opportunity.
Bottomless Cap
Starting at 6th level, your cap has an interior space considerably larger than its outside dimensions. Your cap can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The cap weighs 1 pound, regardless of its contents. Retrieving an item from the cap requires an action.
If the cap is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. To remake your cap you must perform a ritual of dancing and throwing pies to appease the jester gods. If the cap is turned inside out, its contents spill forth, unharmed, but the cap must be put right before it can be used again. Breathing creatures inside the cap can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a your bottomless cap inside an extra dimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. Can contain any number of non damaging, non-magical items
Dangerous Game
Beginning 10th level, your props can form into different objects of varying hilarity. Your Prop Work feature gains the following additional transformations:
- False Teeth Trap: You may target a point that you can see within 60 feet of you. All creatures within 15 feet originating at that point must make a dexterity saving throw against your spell save. If they fail, they move at half their movement until the start of your next turn.
- Black Powder Cake: You may make a ranged attack using strength or dexterity to throw your prop in the form of a black powder cake. If you hit, then you blind the creature if it has eyes. If you use a momentum die to increase this roll, you may throw a lit match or torch afterwards. You make another attack using strength or dexterity and deal 4d6+ your spellcasting modifier fire damage.
Up-Dog
Starting at 14th level you are able to set up a group for a joke, knowing well if they fall for it, they are done for. You attempt target a number of creatures up to your proficiency and offer them a hook for a hilarious joke. They must each make an intelligence saving throw to attempt to answer the punch line to this joke against your Spell Save DC. If none of the targets succeed, you deliver the punchline unopposed, all targeted creatures with less than your maximum hit points in remaining hit points drop to 0 hit points but do not go into a dying state.
Dying Laugh - Confetti!
At 20th level, when you would be put into the dying state, you begin inflating like a balloon. When you would fail a death save, increase your size once from Medium to Large, Large to Huge, etc. When stabilized, reduce your size down to medium. Each increment you decrease by heals friendly creatures within 20 feet of you by your Charisma + your charisma modifier. If you would die, you explode into a shower of confetti. All creatures within 15 feet of you must make a dexterity saving throw against your spell save. Those that fail take 3d6 thunder damage, are deafened, and are blinded for 6 rounds. The area within 15 feet of your corpse is blanketed in shredded colorful paper.


Act of Harlequinn:
The Harlequinn, much like the comic is an age old traditionalist. Instead of being a master of conjured objects. They are the master of sleight of hand, mimickry, and the mystical Cards of Fate.
Cards of Fate
Beginning at 3rd level, the Harlequinn gains a proficiency in Sleight of Hand if they do not already. If they already have this proficiency they double the proficiency bonus added to the skill.
In addition you have the Cards of Fate, a physical deck of cards may be used. As an action you may draw a card from the deck. Resulting in one of the following effects.
- Hearts: Cast an Evocation Spell
- Clubs: Cast a Divination Spell
- Diamonds: Cast an Illusion Spell
- Spades: Cast a Conjuration Spell
- Ace/ Jack: A 1st level Spell
- 1-10: A Cantrip.
- Queen/ King: A 2nd level Spell
- Joker: Tasha's Hideous Laughter
Shapeshifters
Faceless
Act of Jester:
You are the jester, master of tinkering boxes, annoying others and tumbling out of danger.
Boxes
You may turn your prop into a jack in the box. You can throw this and it deals 0 damage if it hits a target. All creatures that are within 10 feet of the box at the end of your next turn must make a wisdom saving throw against your spell save DC. If they fail they are frightened of the box and must spend their next turn running away from it.
Tumbles
As a reaction you may take the dodge action.
Bells
Dying Laugh - Jester
Act of Mascot:
Short Explanation about how it works.
Health Regeneration
Temporary Health
Dying Laugh - Matryoshka


Act of Mime:
The Mime is the act of sacrifice. You give up your voice to better all of your acts to a fine point, performing illusory magics conmpletely indistinguishable from the real thing.
Mute
Starting at 3rd level, you are not able to speak. You are not able to cast spells with a somatic requirement.
Erasure of the Real
In addition, at 3rd level, you are the governor of the invisible and the immaterial. When you would attempt to cast a spell, you may use this feature to have the spell gain one of the following effects:
- Retain its effects and abilities but is rendered invisible
- Remove it's somatic requirement
- If the spell is not from the Illusion school, change the spells school to illusion, reducing the damage from the spell to 0 and instead granting those hit or affected the stunned, prone, paralyzed, charmed, or fear conditions targeted at you, in addition the spell (unless requiring concentration) dissipates into ambient laughter at the end of your turn.
You are able to do this a number of times equal to your charisma modifier. You regain all uses after each long rest.
Deafening Silence
Once becoming 6th level, your silence speaks for you far louder and far clearer than any conversation. You are able to convey conversation and concepts to any creature with intelligence higher than 6 no matter the language they speak. You must still know their language to understand them however. As an action, you may have your silent nature infect the world around you. A 40 ft diameter dome forms around a point starting where you are. Here, there is no sound, creatures cannot speak, there is no color as the world becomes black and white, and thunder damage is reduced to 0. This dome takes up concentration and once it is broken you must take a short rest before creating it again.
Molder of the Imaginary
Upon reaching 14th level, you are able to bring the imaginary into the real world with little effort. When casting a spell with "Wall" in its name or a conjuration spell, if this spell was rendered invisible, it no longer requires concentration and remains for half of its duration until dispelled. Once one of these is dispelled however, all of them are. Once these conjurations are dispelled, you cannot use this feature again until you finish a long rest.
Dying Laugh - Blank Faced Doll
At 20th level, when you are put into a dying state, your body becomes stiff, your face vanishing. Within 20 feet of your body your face appears 5 feet in the air and can cast one spell after you make each death save. Attacking this face or your body results in a critical if hit. If you would die, creatures of your choice within 40 feet of your face or body must make a wisdom saving throw against your spell modifier or be rendered permanently mute.
Act of Pierrot:
Short Explanation about how it works.
Skill
Acting
Touching Hearts
Reborn
Act of Ringmaster:
Short Explanation about how it works.
Moves people around
Distracts or diverts attention
Explosions
Roll a die and summon a random thing. Cannon Large Animal


Clown Spells
Cantrips (0 Level)
- Control Flames
- Dancing Lights
- Green Flame Blade
- Infestation
- Light
- Mage Hand
- Mending
- Minor Illusion
- Mold Earth
- Prestidigitation
- Produce Flame
- Shape Water
- Shillelagh
- Thaumaturgy
- Vicious Mockery
1st Level
- Absorb Elements
- Animal Friendship
- Armor of Agathys
- Arms of Hadar
- Bane
- Bless
- Catapult
- Cause Fear
- Chaos Bolt
- Charm Person
- Chromatic Orb
- Color Spray
- Command
- Cure Wound
- Dissonant Whispers
- Ensnaring Strike
- False Life
- Fog Cloud
- Frost Fingers
- Grease
- Guiding Bolt
- Hail of Thorns
- Healing Word
- Hellish Rebuke
- Heroism
- Hex
- Hunter's Mark
- Ice Knife
- Illusory Script
- Jim's Magic Missile
- Sleep
- Magnify Gravity
- Ray of Sickness
- Searing Smite
- Silent Image
- Sleep
- Tasha's Hideous Laughter
- Tasha's Caustic Brew
- Thunderwave
- Witch Bolt
- Zephyr Strike
2nd Level
- Aid
- Alter Self
- Blindness/Deafness
- Blur
- Calm Emotions
- Cloud of Daggers
- Crown of Madness
- Darkness
- Darkvision
- Dragon's Breath
- Dust Devil
- Earthbind
- Enhance Ability
- Enlarge/ Reduce
- Enthrall
- Find Steed
- Flock of Familiars
- Fortune's Favor
- Gentle Repose
- Gift of Gab
- Gust of Wind
- Healing Spirit
- Hold Person
- Immovable Object
- Knock
- Levitate
- Magic Mouth
- Mirror Image
- Moonbeam
- Pyrotechnics
- Rope Trick
- Silence
- Skywrite
- Snilloc's Snowball Swarm
- Suggestion
- Summon Beast
- Summon Bestial Spirit
- Tasha's Mind Whip
- Web
- Wristpocket
3rd Level
- Catnap
- Conjure Animals
- Conjure Barrage
- Counterspell
- Daylight
- Enemies Abound
- Fast Friends
- Fear
- Feign Death
- Fireball
- Gaseous Form
- Haste
- Hypnotic Pattern
- Incite Greed
- Leomund's tiny Hut
- Major Image
- Meld into Stone
- Motivational Speech
- Phantom Steed
- Sending
- Summon Fey
- Thunder Step
- Tongues
- Wall of Sand
- Wall of Water
- Water Walk
- Wind Wall
4th Level
- Aura of Life
- Banishment
- Charm Monster
- Compulsion
- Confusion
- Conjure Woodland Beings
- Dimension Door
- Dominate Beast
- Fabricate
- Freedom of Movement
- HAllucinatory Terrain
- Leomund's Secret Chest
- Polymorph
- Sickening Radiance
- Wall of Fire
- Watery Sphere
5th Level
- Animate Objects
- Awaken
- Commune
- Conjure elemental
- Contact Other Plane
- Creation


Clown Spells Cont.
- Danse Macabre
- Dawn
- Dream
- Far Step
- Hold Monster
- Mislead
- Passwall
- Planar Binding
- Seeming
- Skill Empowerment
- Tree Stride
- Wall of Force
- Wall of Light
- Wall of Stone
6th Level
- Blade Barrier
- Chain Lightning
- Conjure Fey
- Drawmij's Instant Summons
- Eyebite
- Magic Jar
- Mass Suggestion
- Mental Prison
- Ott's Irresistible Dance
- Planar Ally
- Scatter
- Tasha's Otherworldly Guise
- Transport via Plants
- Wall of ice
- Wall of Thorns
- Wind Walk
- Word of Recall
7th Level
- Create Magen
- Crown of Stars
- Dream of the Blue Viel
- Forcecage
- Mirage Arcane
- Plane Shift
- Prismatic Spray
- Project Image
- Regenerate
- Resurrection
- Reverse Gravity
- Sequester
- Simulacrum
8th Level
- Abi-Dalzim's Horrid Wilting
- Animal Shapes
- Antipathy/Sympathy
- Clone
- Demiplane
- Dominate Monster
- Feeblemind
- Glibness
- Illusory Dragon
- Maddening Darkness
- Maze
- Mind blank
- Reality Break
9th Level
- Imprisonment
- Invulnerability
- Mass Polymorph
- Prismatic Wall
- Psychic Scream
- Ravenous Void
- Shapechange
- Time Stop
- Weird