You weave an enchantment that transforms a creature into a foolish entertainer, forcing them to adopt absurd behavior. Choose a creature within range. The target must succeed on a Wisdom saving throw or be adorned with mime-like makeup and a glowing jester’s hat as they fall under your spell.
On a success the target takes 2d6 psychic damage, and the spell ends. On a failure the target takes 2d6 psychic damage and becomes affected by the spell for its duration. An creature immune to being Charmed automatically succeeds against this spell. While affected, the creature suffers disadvantage on attack rolls and ability checks as long as at least one creature within 30 feet is observing them. A creature can repeat the Wisdom saving throw at the end of its turn, ending the effect on a success. When you cast the spell and at the start of the target’s turn, roll 1d6 to determine their foolish behavior:
- The creature begins a vaudeville-like dance in place. Their movement is halved until the start of their next turn.
- The creature spends its action attempting to juggle small nearby items. It must make a Dexterity (Sleight of Hand) check against your spell save DC. On a failure, the items hit their head, dealing 1 bludgeoning damage. The items may break at the DM’s discretion.
- The creature attempts an impromptu comedy routine. It must make a Charisma (Performance) check against your spell save DC. On a failure, it takes 1 psychic damage for every creature within 30 feet as it feels humiliated.
- The creature begins mocking a nearby creature, using its action to taunt with exaggerated motions and loud vocals. The creature immediately following it in the initiative order has advantage on attack rolls against the affected creature until the start of the affected creature’s next turn.
- The creature trips over itself, falling prone. It must use half its movement to stand up on its next turn and takes 1d4 bludgeoning damage from the fall.
- The creature flails wildly, attempting to slap or shove itself as if in a slapstick routine. The creature must make a Strength saving throw against your spell save DC. On a failure, it deals 1d6 bludgeoning damage to itself.
At Higher Levels. When you cast this spell with a slot of 5th level or higher, you can target one additional creature within range for every two slots above 3rd
* - (a small Jester's bell)
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