Homebrew Clown Species Details
The Clown is a legend. Many jesters wear makeup, some perform acts of dexterity similar to the likes of a Clown, and many claim to be clowns as an homage to these rare people. However, a true Clown is a rare sight, but the sight of one is very clear. Their skin comes with many pigmentations. Some have unique pigmentation around their mouths, shaping smiles, frowns, and other facial expressions. The makeup-like pigmentation also occurs around the eyes, and really anywhere on the face. The designs vary wildly, typically correlating to the personality of the clown. Clowns who lean toward evil will have what some may consider evil, devilish, or monstrous facial pigmentation. Clowns who have simpler designs, such as the "red smile" pigmentation, but have a seemingly faded texture towards the edges tend to be deceitful. Good and Neutral Clowns will typically have unremarkable or no designs on their faces, similar to what many jesters will try to replicate. Another common feature of clowns is their nails, which almost always appear painted in various colors. There is no apparent correlation between the personality of the clown and the colors. Some clowns also have strange hairstyles and the coloration could be anything. Heights range from 4 feet to up to 7 and a half feet.
Odd Culture
As mentioned before, there are typically two kinds of Clown in the world. The Good and the Evil. Clowns have a deep cultural divide amongst themselves between the two, as there is an almost equal proportion of both Good and Evil Clowns. Whether evil Clowns are evil by nature or by nurture to live up to the social standard of their facial patterns equating to their personalities is unknown, but one thing is known for certain. It was this divide that began a Clown War, to see who could Clown on the other harder. Neither side won, nor was there a truce, or treaty, or draw. The two sides got sick and tired of dying so much, so the fighting stopped. The war continues as small skirmishes between Clowns.
Clown apparel has strict laws around it, as far as the societal standards of Clowns have. They can wear normal clothing, however, they cannot wear armor of any kind, nor can they wear cloaks without sleeves. This is due to a culture of "Outward Form" where displaying the natural glory of their being is a high priority in public situations. Other than normal clothing, Clown apparel must be jester apparel, so as to catch attention with the typical baggy, loose-fitting clothes, contrary to most clothing standards. Their coloration means very little, so many Clown-Rogues will wear black Clown apparel, so as to remain stealthy and to stand out amongst their peers. One notable loophole is that clown apparel can be worn over armor, although this hinders the abilities of the Clowns, so it is typically seen as atypical. Because of the nature of Clownish abilities, every suit is tailor-made by the Clown wearing it, dense accordion weaves allow the suit to stretch with the Clown.
Clown Names
Clowns have no particular clans or families that they go by, so they lack a last name under most circumstances unless they are married to a spouse with a culture that uses a last name transfer system. Some clownish siblings that look alike carry similar names. Some clowns that look alike use the same ending vowel, beginning consonant, both, or some other combination that makes the names similar, as the clowns are. Clown names can be absolutely anything, although Clowns who work as jesters have the suffix "The Clown."
Clown Traits
Clowns are quite unlike many common, races, with immense dexterity and strange shapeshifting abilities.Ability Score Increase
Clowns are famous for the extreme control they have over their bodies and are known for having charismatic personalities and fair humor. Your Dexterity increases by 2 and your Charisma score increase by 2.
Alignment
Clowns, by their nature, tend to get into people's business. Also by their nature, they are typically on the extreme spectrums of good and evil. This is partly the reason why there are so few of them, after a great Clown War took place, nearly eliminating the race as a whole. Some Clowns follow laws of the world around them, as they follow the laws of their people, while others do whatever they want, good or bad.
Total Body Control
Clowns are legendary for their ability to bend the limits of their body, able to stretch, compress, inflate, and anything truly imaginable. Contrary to popular belief, it takes great amounts of energy to do this, especially with heightened precision and duration. Young and inexperienced clowns can inflate and shrink to certain sizes for brief periods. A bit more experience brings them into the level of precision required to stretch specific portions of their body and flatten themselves. A higher amount of experience allows for advanced techniques such as distributing impact throughout the body. Clowns with the highest level of bodily control can become as fluid as water or light as air. They can not only sustain lower levels of bodily changes for longer but also control every aspect of their bodies. Each individual strand of muscle becomes a single drop of water in the Clown's body. With enough mental capacity, they can stop blood flow to certain areas, shift their organs, stop their hearts briefly, change their bone structure, and return them all back to normal.
Clowns do have limits though. Performing some movements without proper training or control may result in serious injury.
At the first level, Clowns immediately have the ability to shrink or expand, although their weight does not change, only their mass distribution. Shapeshifting in this manner only changes the size of the creature, up to a size of Large, down to a size of small. At the first level, these forms can be held for 5 minutes, increasing to 10 and 20, minutes at levels 3 and 5, and 1 hour at level 10. Attempting to hold longer than the limit requires that Clown rolls a Constitution saving throw (DC 11 - CON modifier). On success, the Clown can sustain the form for another minute before suffering 1 level of Exhaustion. Failing immediately retracts the Clown into their base form and they suffer from 1 level of Exhaustion.
At the third level, Clowns gain the ability to stretch any part of themselves in any direction. Each part of the body has a separate maximum length. Fingers: Half the Clown's Height. Legs: The Clown's height. Arms: The Clown's Height. Neck: Half the Clown's height. The Clown can inflate any individual part of its body at will up to the size of Large. These changes can only be made one at a time, however, fingers can be changed simultaneously. These forms drain from a time pool of 5 minutes per long rest, increasing to 6, 8, 12 minutes at levels 5, 10 and 17. Attempting to hold longer than the limit requires that Clown rolls a Constitution saving throw (DC 11 - CON modifier). On success, the Clown can sustain the form for another minute before suffering 1 level of Exhaustion. Failing immediately retracts the Clown's part back to their body and they suffer from 1 level of Exhaustion.
At the fifth level, Clowns gain the ability to "Rubberize." Clowns can rubberize 1 time + the Clown's Constitution modifier. They regain 1 charge after a short rest and regain all charges after a long rest. They gain resistance to bludgeoning, piercing, and force damage. This ability also allows them to flatten out onto solid surfaces and stretch greater lengths, adding 1 extra foot to a stretching body part's potential length. When a clown is "De-Rubberizing," they can choose to retract the part back to their body, or they can move their entire body over to the extended part. This effect only applies when Rubberized, and does not apply to normal stretching. Rubberizing takes a bonus action and lasts for 1 minute, increasing to 2 minutes at level 10. Attempting to hold longer than the limit requires that Clown rolls a Constitution saving throw (DC 11 - CON modifier). On success, the Clown can sustain the form for another 5 rounds before suffering 1 level of Exhaustion. Failing immediately retracts the Clown's part back to their body and they suffer from 1 level of Exhaustion.
At the tenth level, Clowns have gained extreme mastery of their bodies. They can stop all bleeding, stop their pulse, shift their bones into different shapes, and can Rubberize as a reaction, as well as thin out areas to minimize damage from piercing and bludgeoning attacks. While the clown is rubberized, it is immune to bludgeoning attacks.
At the seventeenth level, the Clown has totally mastered its body. They are no longer exhausted by using Size Up and can use it indefinitely and no longer become exhausted when trying to extend the duration of a stretch.
Languages
Clowns lead strange lives, so they adapt to learn the language of whatever area they live in.
Age
Clowns live up to 120 years, but reach physical maturity at the age of 15. They also mentally mature at a much higher rate than usual, with technical mental maturity also occurring at the same rate as growth. Because of this, many reach senility at the age of 55, although, if their mind and body are stimulated for long enough, they will not reach this point in their lives.
Size
Clowns are quite like humans, although their actual height varies widely. Some are a moderate 5' 9", others are as short as 4 feet, and the largest can be up to 7 or 8 feet. Your size is medium.
Previous Versions
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