Jester Japes. As a Magic action, call down an aspect of the Great Fool to curse your foes and target a creature you can see within 60 ft of you and force it to succeed on a Charisma saving throw against your spell save (DC 17) or suffer one of the following curses (your choice). The curse lasts for 1 minute. The creature repeats the saving throw at the end of each of its turns, ending the curse on a success.
- Flower Spurt. You spray a strange liquid at the creature's eyes, giving it the Blinded condition.
- Clown Shoes. The creature's feet or similar appendages grow to awkwardly exaggerated proportions. The creature's Speed is halved, and it has Disadvantage on ability checks and saving throws that rely on Dexterity.
- Honk Honk. The creature emits sounds, such as honks, chimes, or squeaks, that are audible out to 100 ft with every movement, no matter how slight. The creature can't benefit from the Invisible condition.
- Jolly Arms. Any weapon or Unarmed Strike the creature attacks with, including natural weapons such as fangs and claws, takes on a comical appearance as if it were made of wood, stuffed cloth, or balloons. The target deals half damage with weapon attacks and Unarmed Strikes.
Multiattack. The reanimated Undead makes two Sickle attacks or casts Eldritch Blast.
Sickle. Melee Weapon Attack: +7 to hit, reach 5 ft. Hit: 4 (1d4 + 2) [slashing] damage.
Eldritch Blast. Ranged Spell Attack: +9 to hit, range 120 ft., 3 target(s). Hit: 9 (1d10 + 4) [force] damage.
Spiritual Weapon. Ranged Spell Attack: +9 to hit, range 60 ft. Hit: 20 (4d8 + 4) [force] damage.
Killing Joke. When a creature you can see within 60 ft of you takes damage or fails a saving throw, you can take a Reaction to cast Vicious Mockery on that creature. You can use this Reaction up to 4 time(s). You regain one expended use when you finish a Short Rest, and all expended uses when you finish a Long Rest.
Mocking Banter. When a creature damages you, you can take a Reaction to force the creature to make a Wisdom saving throw against your spell save DC (WIS 17). On a failed save, the creature takes Psychic damage equal to the triggering damage you took, or half as much damage on a successful one.
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