Monk
Base Class: Monk

balloonnomancy

Clown chaos

The clown energy roiling inside you sometimes erupts from you. When you use a ki point, once per turn roll on the Clown chaos table to determine the clown effect produced.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your CHA modifier.

D8

1 Honk Honk Hysteria: Your next spell or attack emits a comically loud "honk" sound, distracting everyone around you. All creatures within 20 feet of you have disadvantage on their next attack roll.

2 Oversized Prop: You conjure a comically oversized prop, like a giant mallet or a custard pie. You can wield it as a melee weapon for 1 minute, dealing double damage on a hit, but you have disadvantage on attack rolls due to its unwieldy size.

3 Balloon Animals Galore: You summon a shower of multicolored balloon animals that float around you or an ally. They have no practical use but provide a whimsical distraction, granting disadvantage on all attack rolls both in and outside the balloons for one minute.

4 Slippery Shoes: Your feet turn into giant clown shoes, causing you to slip and slide uncontrollably for one minute. You have disadvantage on Dexterity saving throws, but you must move an extra 10 feet each turn without using any extra movement and you don't provoke opportunity attacks for 1 minute. Additionally, you can move through occupied spaces without penalties and can move across narrow surfaces without needing to make check.

5 Pie in the Face: You conjure a cream pie, witch you can throw at a target. This leaves them blinded for one round as they frantically try to wipe the cream away the pie has a 50% chance to heal the target for (your martial arts die+CHA bonus) and 50% chance to damage for (your martial arts die+CHA bonus)

6 Confetti Storm: A burst of colorful confetti and streamers erupts from your body, filling a 20-foot radius around you. All creatures in the area must make a Dexterity saving throw or be blinded by the confetti for 1d4 rounds.

7 Squeaky Step: Every step you take emits a loud squeaky sound. You have disadvantage on Dexterity (Stealth) checks but gain advantage on Charisma (Intimidation) checks as your presence is impossible to ignore. enemys within 20ft radius of you must make a Wisdom saving throw or be feared of you one 1 minute.

Elastic Limbs: Your limbs elongate like rubber, giving you a 10-foot reach with your melee attacks for 1 minute. Additionally, you gain advantage on Dexterity (Acrobatics) checks and saving throws.


Balloonnomancy

(2 ki points): You can make any tool, weapon, or non-magical item from balloons that lasts for one use, then pops.

Mirthful Maneuvers

Juggling Mastery: You gain proficiency with juggling equipment and can juggle up to three objects with ease. When juggling, you can use your bonus action to distract or entertain creatures within 30 feet. They must succeed on a Wisdom saving throw against your spell save DC or become charmed or distracted for one round, granting advantage on attacks against them. 

Evasion of Glee: You can use your reaction to dodge away from attacks with a burst of laughter. When a creature targets you with a melee attack, you can force them to make a Wisdom saving throw against your spell save DC. On a failure, the attack misses, and you can move up to half your movement speed without provoking opportunity attacks.

Harlequin's Gambit

  • Chaos Choreography: Your movements in combat are so erratic and unpredictable that enemies have a hard time keeping up. While you are wearing no armor or light armor and not using a shield, your AC increases by +2, and you gain proficiency in Dexterity saving throws.

  • Madcap Maneuvers: When you use Flurry of Blows, you can choose to perform one of the following Madcap Maneuvers instead of one of your usual unarmed strikes:

    • Spectacular Spin: You spin wildly, creating a tornado of colors and sound. All creatures within a 10-foot radius of you must make a Strength saving throw or be knocked prone.
    • Squirt Flower Surprise: You squirt water from a flower on your lapel, forcing a creature within 5 feet to make a Dexterity saving throw or be blinded for one round.
    • Slapstick Slam: You deliver a comically exaggerated strike, dealing an extra 1d10 bludgeoning damage to the target, and they must make a Constitution saving throw or be stunned until the end of their next turn.

Epic Clownery

  • Grand Finale: Once per long rest, you can use your action to initiate the "Grand Finale." During this extraordinary performance, you and your allies within 30 feet gain advantage on all attack rolls, saving throws, and ability checks for 1 minute. Additionally, any critical hit scored by you or your allies during this time deals an extra 1d12 damage.

  • Ridiculous Resilience: When you reach 0 hit points, you can choose to remain standing through sheer force of will, refusing to let the show end. You instantly regain a number of hit points equal to your level, and you are immune to damage and effects for one round. At the end of this round, you fall unconscious and begin making death saving throws as normal. You can use this ability once per long rest.

    Epic Exit: As a reaction, when you are reduced to 0 hit points, you can choose to make an Epic Exit. You vanish in a puff of smoke, leaving behind a comically oversized, cardboard cutout of yourself that is immediately targeted by all attacks and effects targeting you. You reappear at the start of your next turn with half of your maximum hit points.

Big Top Resilience

You use Charisma for your saves and AC.

Big Top Resilience

Big Top Resilience

Way Of The Honkmother Image

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