You feel a gentle weight settle atop your head. When you reach up to identify it, you find a three-pointed cloth hat, each point ending in a jangling metal bell. The classic jester's hat cannot be removed, concealed or destroyed. The hat makes you look foolish and untrustworthy and emits a 5-foot aura that smells of stale sweat that cannot be dispelled or disguised. You have disadvantage on all Charisma checks. Additionally, the bells make noise whenever you move, making it difficult to do so silently. Any time you make a Dexterity (Stealth) check, you do so with disadvantage.
Anytime you fail an attack roll or ability check, a mocking gnome in a hat matching yours appears in an occupied space within 5 feet of you and taunts you mercilessly for your shortcomings. You have disadvantage on attack rolls, ability checks and saving throws until you succeed on the type of roll that summoned it. Any further failures in this gnome's presence cause you to take 3 (1d6) psychic damage.
At Level 10, the damage of failures in the gnomes presence causes you to take 7 (2d6) psychic damage.
To remove the Hat of the Fool, you must defeat its creator: An arch mage driven mad by centuries of isolation with only her own horrifying creations for company. Should you enter her tower and make it past her gibbering mouther guards, the power of the hat dies with her.
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