| Mod | Save | ||
|---|---|---|---|
| STR | 21 | +5 | +5 |
| DEX | 19 | +4 | +4 |
| CON | 24 | +7 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +3 |
| WIS | 18 | +4 | +6 |
| CHA | 23 | +6 | +8 |
Clowning Around. At the start of each turn, Barnold McDarnold rolls a 1D4 to cast a random effect on himself or the battlefield.
- SQUEAKY SHOES: Everyone has disadvantage on Dexterity saving throws, and cannot benefit from the invisibility condition, hiding, or flying. All creatures will automatically fail any stealth or slight of hand checks.
- CARY THE CAR: At the end of each creature's turn, they must succeed a DC 16 Dexterity saving throw, or be ran over. On a failed save, a creature receives 2D12 bludgeoning damage, and is knocked prone. Barnold McDarnold automatically succeeds the saving throw if he has access to his Legendary Actions.
- TIME OUT: No one in the battlefield is able to deliberately cause harm to another, nor are they able to inflict Conditions on each other. Any creature inflicted by a Condition in this round is granted advantage in ending the condition.
- BUFF CLOWN: Barnold McDarnold gains a pair of inflatable muscles, gaining advantage on Strength saves and gains +1D6 bonus on attack rolls that use strength. He is resistant to bludgeoning damage but is now vulnerable to piercing damage.
Fool Me Twice. When damaged by a spell or a weapon more than twice, Barnold McDarnold is able to impose disadvantage on the attack, or gain advantage against the attack.
Scuffed Dice (5/day). If Barnold McDarnold rolls a 5 or lower, he is able to reroll the dice.
Unpredictable Action. Barnold McDarnold rolls a 1D4 to determine which actions he is able to use on his turn.
Multi Action (Roll a 2 or 3). Barnold McDarnold makes two actions on his turn.
Rubber Chicken (Roll a 1). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (4D4 + 5) bludgeoning damage. On hit, a creature becomes embarrassed, and has a - 1D6 penalty on their next attack roll.
Cardboard Clown (Roll a 1 or 2). Barnold McDarnold places down 3 cardboard replicas of himself. When an attack roll is made against Barnold McDarnold, a 1D4 is rolled to determine which clown is real. The attacker must guess the rolled number, or will instead destroy a cardboard replica. A -1 penalty is placed on the 1D4 for each destroyed cutout. If a roll is lower than 1, the cutouts will fall flat on their faces.
Pie, Anyone? (Roll a 2). Barnold McDarnold takes out a pie from under his hat and flings it at a target within 30 ft. The target must succeed a DC 18 Dexterity saving throw, or be hit by the pie and become blinded. An Action or Bonus Action must be used to wipe the Pie away, ending the condition.
Confetti Blast (Roll a 2 or 3). Ranged Weapon Attack: +6 to hit, range 15/35 ft., one target. Hit: 14 (4D4 + 4) piercing damage. All targets that can hear the noise must succeed a DC 15 Wisdom saving throw, or become frightened until the end of Barnold McDarnold's next turn. If the initial target is hit, they will have disadvantage on the saving throw.
Cologne (Roll a 2 or Higher). Barnold McDarnold is smelling fresh! He heals 2D10 HP.
He's Right Behind Me, Isn't He? (Roll a 3). Barnold McDarnold warns a target about something behind them. The target must succeed a DC 18 Intelligence saving throw, or look behind them. On a failed save, the target receives 2D12 physic damage (out of embarrassment), and Barnold McDarnold gains advantage on his next attack roll against that target.
Red Nose Ball (Roll a 3 or 4). Barnold McDarnold removes his nose and tosses it (a new nose grows in, don't worry). After a creature makes an Action or Bonus Action, they must make a DC 15 Dexterity saving throw. On a failed save, they receive 4D6 bludgeoning damage. The ball will remain on the Battlefield until it hits 3 targets, exploding on the third target and dealing an additional +2D6 force damage. A creature can attempt to make a DC 18 Slight of Hand check as an Action or Bonus Action to catch the ball. The ball can also be destroyed. It has 15 AC and 15 HP.
Cary the Car! (Roll a 4). Barnold McDarnold summons Cary the Car and drives around like a madman. He gains 4D10 Temporary HP. Until Barnold McDarnold's Temporary HP drops to 0, he gains +15 speed, and is granted access to his Legendary Actions.
Pun Check. A 2D4 is rolled as Barnold McDarnold giggles to himself. Until the start of his next turn, the DM secretly counts how many puns (in-character or out-of-character) the table makes. If less than result rolled, all of Barnold McDarnold's attacks will deal max damage until the end of his turn.
It Ain't Easy Being Cheesy. The entire party has 10 seconds per party member to each tell a joke, pun, or one-liner in-character or as their character. Any player who fails to deliver a joke in time causes their character to take 4D6 psychic damage due to Barnold McDarnold's disappointment. If a joke, pun, or one-liner causes the DM to laugh, advantage is granted on the next Attack Roll made against Barnold McDarnold,
Say My Name!. Barnold McDarnold says his "full name" and can ask at any point before the start of his next turn for a creature to say his name. If the target can't repeat his name correctly, he gains advantage on all attack rolls against that target. If another creature chimes in, he will instead gain advantage on attack rolls against that creature. When saying his "full name", a 1D8 is rolled to determine what words are added in between Barnold McDarnold,
- Remind me to think of a middle name
- Do Not Repeat This One It Will Summon Him
- My lawyers have advised me to censor this one
- You-must-say-it-like-this-or-it-does-not-count
- My mother was a mime, and my father had cancer
- Not to be confused with Ronald
- The third, with no relation to the first or second
- I'm all out of ideas, don't judge me
Spell Muncher. If a spell attack made against Barnold McDarnold misses, or he succeeds against a spell save DC, he is able to use his reaction to eat the spell. If a spell would have dealt half damage on a successful save, it instead does no damage. He can only store one spell, and can burp it out as an Action or Bonus Action with a DC of 13 + 1D6.
Barnold McDarnold is granted access to his legendary actions only while he is in Cary the Car. Barnold McDarnold can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time. Barnold McDarnold regains spent legendary actions at the start of his turn. He loses access to his Legendary Actions once his Temporary HP from Cary the Car drops to 0.
Caric Inspiration. Cary the Car says something along the lines of "BEEP BEEP". Barnold McDarnold is able to add +2D4 to any 1D20 roll of his choice. Alternatively, he can impose -2D4 from a target's 1D20 rolls.
Out of the Way, Bozo!. Barnold McDarnold runs over a creature. The target must succeed a DC 20 Dexterity saving throw, or receive 2D12 bludgeoning damage and be knocked prone.
Oil Spill. Man, I think Cary the Car had an accident. There is now oil within a 30 ft radius of Barnold McDarnold. Any creature that starts their turn within the radius must succeed a DC 15 Wisdom saving throw, or fall prone. The Oil Spill disappears once Barnold McDarnold regains his Legendary Actions, in which case it will burst into flames, dealing 4D8 fire damage to all creatures still standing in the oil. A creature can get rid of the oil early by using water, or by blowing up Cary the Car (aka dropping Barnold McDarnold’s Temporary HP to 0).
Say AHHH. Cary the Car opens his mouth and chomps on a creature. The target must succeed a DC 17 Strength saving throw, or be restrained within the mouth of Cary the Car (you'll still see their legs dangling). If a creature starts their turn within the mouth of Cary the Car, they will receive 2D12 poison damage. The restrained creature can attempt the saving throw at the end of their turn, breaking free on a successful save.
Description
A silly clown that must be easy to beat up with a CR level of 0
Lair and Lair Actions
He lives in a Circus or something like that lol.
Comments