Unflappable Sobriety. Boppo has advantage on saving throws against enchantment spells and charm effects. He is immune to the effects of tasha's hideous laughter and otto's irresistible dance.
Clown's Kagura. At the beginning of Boppo's turns, he dances about in a mix of clownish clumsiness and the grace of a samurai. He makes a DC 15 Charisma (Performance) check. On a success, he gains +2 AC until the beginning of his next turn. On a failure, he falls prone once his turn ends.
Of Face Paint and Fireballs. Boppo has several clown gadgets which reset each dawn. He has 1 clown nose, 10 balloons, 1 fake lapel flower, and 2 clown shoes. The save DC for these clown gadgets is 16.
-As an action, Boppo may use his clown nose to cast fireball at 4th level. As long as he has his clown nose, he may honk it and cast thunderclap.
-As an action, Boppo may use his fake lapel flower to cast tasha's caustic brew at 4th level.
-As a bonus action, Boppo may use one of his clown shoes to cast either thunder step or thunderwave at 3rd level. The sound made by these spells is that of a squeaky toy being squeezed loudly.
Balloon Creation. Boppo uses one of his balloons from his clown gadgets. He either casts summon beast, animate objects, or creates a balloon katana if he is unarmed. If a creature is created with a balloon, it counts as a construct with 15 hit points and a vulnerability to piercing damage instead of its usual creature type and hit points. Its other resistances are the same.
Clown Hammer. Using a balloon from Boppo's clown gadgets, he rolls a Charisma (Performance) check against a creature's passive insight. On a success, the creature believes they have been struck by an impossibly large hammer, and take 6d8 psychic damage.
Balloon Katana. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 10 (1d8 + 5) bludgeoning damage plus 4 (1d6) lighting damage.
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