Base Class: Wizard
You are a student of silliness and tomfoolery. To you, the world is an endless mess of pranks, jokes, jibes, japers, capers, and many other words. Reality is but a game, and you are the game master. You wield the tools to pull and push at the very fabric of reality, to seize hold of the mesh of all things and reshape in the silliest of imagery.
Tomfoolery (Illusion) Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved.
Improved Minor Illusion
When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known.
When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.
Clown Horn of Honking
At 6th level, you use your silly abilities to summon a Clown Horn of Honking, which must be worn (though it does not need attuning to) to gain the special abilities it grants. When used, the Clown Horn grants one of the following abilities:
- Childhood Memory - Upon honking the horn, you remind the target of a funny moment from their childhood. This grants the target the benefits of the Calm Emotions spell, without expending a spell slot on your behalf. When cast in this manner, this effect cannot be re-used until you have completed a long rest. Of course, you can still cast Calm Emotions normally, however doing so will require you to expend a spell slot of second level or higher.
- Clownecholocation: Upon honking the horn, you become sensitive to the way the sound waves reflect off surfaces. You gain the benefit of Darkvision to a range of 60 feet. If you already have Darkvision, the range of your Darkvision is extended by 60 feet.
- Clownly Charisma: By honking the horn, you gain proficiency in Charisma saving throws OR advantage on Charisma based checks.
- Clownly Inspiration: Inspired by your clownly sense of humour, you honk the horn and grant up to THREE creatures within 30ft of your choice a 1d4 inspiration die to their next roll OR you can use this feature to grant ONE creature within 60ft of your choice a negative 1d4 die to their next roll. Once used, this feature cannot be re-used until you complete a short rest.
It takes an action to honk the Horn, and you can't do so again until you either complete a short rest or long rest, or cast a School of Illusion spell of 1st level or higher.
When you create the Horn, you can designate other creatures that can benefit from its effects if they wear it. Otherwise, the Horn will answer to you and you alone.
Coulrophobia
At 10th level, you learn to manipulate and exploit the deeply entrenched fear of clowns within your target. You honk your clown horn and it presents your foe with the clown from their deepest nightmares. You cast the Phantasmal Killer spell at will, without expending a spell slot. This ability works even if your target is not afraid of clowns. Once you cast Phantasmal Killer in this manner, you cannot do so again until you complete a short or long rest. Naturally, you can still cast the spell after using this feature, although you will have to expend a spell slot of fourth level or higher, as per usual.
Balloon Reality
By 14th level, you have learned the secret of weaving silly magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object or animal that is part of the illusion and make that object or animal real. You can do this on your turn as a bonus action while the spell is ongoing. The object or animal remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.
The object can’t deal damage or otherwise directly harm anyone.
The animal is sentient but answers to your commands only. If used to attack, their damage is equal to 1d6 + your intelligence modifier (to a maximum of +5) of a damage type that is logical for the animal (e.g. piercing or slashing for claws etc.). The animal has its own initiative and you must use your action to command it, otherwise it will either follow the previous command or remain idle. The animal only has one action to use on its turn and will always have a movement speed of 25ft, regardless of the animal type, unless that animal has a movement speed of LESS than 25ft. The CR of the animal must be no higher than 1/8.
Previous Versions
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2/18/2024 9:34:40 PM
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Coming Soon
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