Clown "I've attended hundreds of these people's events, circuses, Parties, Carnivals, Birthday celebrations, and still, somehow I still don't have a single solid conclusion about them!" -Simone Blackwood, Only historian of the clown race. ‍ Clowns are an ancient and proud race, blending seamlessly within most societies. Typically they live through humble means and need very little to nothing to find joy within their lives. Most clowns find professions in entertainment: using their natural ability to bring joy to others to do just that. Most Clowns live in nomadic tribes, usually settling temporarily near densely populated areas to trade; though some clowns find more permanent homes within cities as jesters for nobles or town fools, begging to get by. The language of a clown is plagued with mannerisms such as honks, squeaks, melodic tunes, and sliding notes, these mannerisms remain even when a clown is speaking another language. Clowns enjoy pranks and mischief, and are known for creating art and music. Clowns have become rarer and rarer as time has gone by and are no longer as common as they were at their golden age. Unknown Lineage The history of a clown is one that is unknown, as the clown people seemingly refuse to keep a written or oral history. There do exist texts referencing clowns from even the most ancient of times, and their existence is believed to be one of the oldest of the sentient races. It's believed that the lifestyle of clowns has remained stagnant until relatively recently. Clowns are often found searching and living for more than just the joy of others. It is more common than ever, though still extremely rare for a clown to look for meaning in life more complex than the simplicity characteristic of the race. Body & Paint Though all clowns are bipedal, their bodies vary extremely, being tall and short, fat and thin, beautiful and ugly. Clowns seem uncanny to most seeing them for the first time, as there are rarely ever two clowns of similar build. They range from under 4 feet tall to the lower range of 7 and can weigh from 85 to 210 lbs unrelated to height. The heights of men and women vary similarly though female clowns are visually distinct from male clowns. Clown skin pigmentation varies from human skin tones to pale white spots or completely chalk-white. They often have spots of Red circles on their cheeks or Nose. Hair can carry pigment of any color or color combination(s) under the sun. Their eyes carry similar color range as their hair, However Clowns are always characteristically identifiable by their brilliantly red lips. Clowns very rarely grow any body hair below the neck and it's even rarer for one to grow any facial hair. Long Lasting Because clowns live twice to four times as long as a typical human would, a clown sees much in their lifetime. They take life as it comes, regarding time as something that passes one by, just as a stream would. It is common for a clown to entertain generations of a human family, allowing their next of kin to take up the previous clown's profession seamlessly. Some clowns live hand in hand with human societies being offered lodging in return for their entertainment. These clowns train their children to entertain the next generations eventually becoming a symbol of good times and good fortune. Deceptively complex Through the jokes and high-jinks lay a friendly and intellegent race. They can find good in even the worst of the worst, and most find themselves capable of befrending anyone.

Dwarves. "Dwarves are one of the harder ones to make laugh Honk, Though a more experienced clown should understand them well enough to entertain even the grumpiest of them. Slide whistle up."

Elves. "Elves are a shrewd people, often condecending down to our tribesman, believing themselves to be superior Honk Honk. I find this notion simply foolish, we are both proud races, however their hubris blinds them. Trombone notes mimicking the sound "Womp Womp"

Humans. "Humans live fast and in search of joy and power Honk. Though the first sentiment is one that we can agree upon Honk The second is not one that many of our culture facillitate. It seems quite difficult for humans to remain happy for long. Slide whistle down ‍ Male Names: Bon, Kapow, Bing, Don, Pa, Tang, Dingdong, Chuckles, Hardyhar, Bingo, Koop, Jojo, King, Bobo, Hops, Bozo, Loony, Wawa, Jim. Female Names: Boop, Bi, Lolly, Jingles, Jangles, Pebbles, Wand, Dingdong, Whoosh, Loosie, Jewel, Jim. Clown Traits Being a clown isn't something you do, It's something you are. Clowns stem from a proud and ancient lineage, though you'd never be able to coax the complex history of their people from them. If you tried, you'd be met with a simple honk and perhaps a flower lapel spraying water into your face. Abillity Score Increase. Your charisma increases by 2 Age. Clowns reach physical maturity at the age of 16 however, they do not cosmetically age after reaching maturity. A clown may live anywhere between 200 and 400 years before perishing. Size. Clowns tend to be from 4 to 6 and a half feet tall and range from extremely obese to extremely thin and gaunt. Your size is Medium. Speed. Your base walking speed is 30 feet. Languages. You speak common and Clownish. Only clowns are capable of vocalising in clownish Clown Show. You have proficency in the performance skill

Clowncar During combat, up to 5 clowns can fit within the same 5 foot square, You cannot Clowncar with creatures that lack this feature. Entertainer. As a clown, you're both quick with a joke and on your feet, Depending on your subrace you may add some form of your performance modifier as a flat bonus to the described skill. If described as half of your performance bonus, divide your proficency modifier in half and round down. Subrace. Due to the variance of Clown's lives and professions, many tribes have slowly changed thorughout the years in order to fit Niches within their tribes, resulting in various subraces of Clown. Choose one of these subraces Common Clown Races Goofball As a goofball, you are a clown that excels at the jubilation of others. Whether you be a Jokester, Comedian, or general funny-man, your tribe has excelled at gaining many's favor and making others laugh uproariously! Goofballs characteristically have curly hair often in every color of the rainbow at once! Their noses are accented by a distinct circle of red. Abillity Score Increase. Your Charisma score increases by 1 Goofy and Wacky. You have proficency in persuasion. Entertainer adds half of your performance bonus to persuasion rolls. Hilarious! You are able to tell a real kneeslapper! A joke that captivates even the grumpiest of character! Once per day you can cast the first level spell "Hideous Laughter" Using only the Verbal Component. The spellsave DC is 8 + your Proficency bonus + your Charisma modifier. You regain this feature after a long rest. Fool You use your natural charisma to look and act foolish, and while the others may laugh at your falls, stumbles and slurs as long as you can bring them joy you don't care their reason for laughing! Fools characteristically have very little white on their bodies, mostly manifesting as white symmetrical splotches around their eyes. Abillity Score Increase. Your Constituition score increases by an additional 1 Convincing Movement. Your falls and slams are extremely convincing. You gain proficency in Deception. Entertainer adds half of your performance bonus to Deception rolls Stunning Agillity. While prone you move at full speed, you can stand back up without using any movement and you suffer none of the negative conqeuinces of the prone condition. Jester You are a performer for people of a more noble persuasion. You're extremely skilled at your job, as a single mistake could spell your doom, and you take great pride in your lineage Jesters characteristically have symmetrical diamond shaped markings on on the skin over their eyes, many have Card Suit shaped pupils. Abillity Score Increase. Your Dexterity score increases by 1 Life Or Death. Your performances are particularly captivating. You gain expertise in Performance. Professional Entertainment. You have proficency in the disguise kit, an instrument of your choice and gain the use of one Jester's Die (1d6 + 1/2 Performance Bonus) This Die acts as Bardic Inspiration Die and can be used once per Short Rest. This feature replaces your Entertainer Feature. Buffoon While others may take a pie to the face, you're the one handing it out. These clowns are strong, humble masters of slapstick! Buffoons characteristically have very little white pigmentation on their faces or bodies Abillity Score Increase. Your Strength Score increases by 1 Slapstick Master. You gain proficency with Improvised Weapons. Entertainer adds half of your performance bonus to Improvised weapon attack rolls. You can roll a d4 + strength Modifier in place of your unarmed strike's damage. Birthday Clown There's something wrong about these ones... Birthday clowns give clowns a bad rap! These clowns often have wide thin mouths and are typically completely covered in White pigment. Thats not even mentioning their sharp teeth... Abillity Score Increase. Your Strength or Intellegence score increases by 1. Scary. You may use the Entertainer feature when you roll an Intimidation check, You have proficency in Intimdation. Entertainer adds half of your performance bonus to intimidation rolls. Bad Reputation. You can make an Charisma (Intimidation) check contested by a creature's wisdom saving throw to Frighten a creature for 12 seconds. You can use this feature equal to your charisma modifier (minimum of once) and regain it's uses after a long rest. Bozo This clown isn't acting. He's the genuine article, A true fool among fools Abillity Score Decrease Your Intellegence decreases by 1 Your dexterity score increases by 2 Schadenfreude. When you fail an abillity check you get the Stunned condition. Two Left Feet. When failing an attack roll you fall prone. Unpredictable movement. When not wearing armor Your Armor class equals 10 + Your Dexterity Modifier + Your Charisma Modifier Useless Talent You are a savant when it comes to absolutely useless abillities. You are able to cast True Strike, Illusory Script, Find the path, Find Traps, and Fein Death (Self Only), At will. Always falling. You can add your full performance bonus to Acrobatics checks

Sad Clown Some clowns are sad, and that's okay! However a sad clown is most definitely the result of a mutation or a curse Abillity Score Increase. Your Intellegence or Wisdom score increases by 1 Tears Falling Down By crying you create up to 1 + your performance modifier gallons of clean water in a 5 foot radius or within a container capable of holding the water. Alternatively, the water falls as rain in a 20-foot cube centered on you, extinguishing exposed flames in the area. You may use this feature at will Flooding Sorrow. You can cast the Shape Water cantrip without needing the spellcasting feature. Sad Face. You have disadvantage on any attempts to improve a person or situation's mood or gain the favor of a person. Goon Goons are most often minions to people with greater minds bodies or wealth, however one shouldn't discount this clown! Their determination is unwavering and they're loyal to the end! They don't tend to think for themselves too often though. Abillity Score Decrease. Your Wisdom score decreases by 1 Your Dexterity score increases by 1 Cornering In An Ally. You have proficency in intimidation checks. Syncronised Snapping. When a party member is performing a charisma check you may add advantage as a free action by snapping, quipping going "Yeah!" or repeating the last part of what the party member just said. This feature replaces the Entertainer feature Uncommon Clown Subraces Mime Mimes are the black sheep of the clown world. Incapable of telling jokes these clowns instead communicate through intricate movement, and believe in their own abillities so much that others do too. It's extremely rare to see two Mimes in even one lifetime. Abillity Score Decrease Your Constitution score decreases by 2 Miming. Mimes are not capable of using Physical items other than simple clothing nor speaking, However you use an ancient art of absolute belief exclusive to this tribe of Clown. Using one Mimicry point you can manifest an invisible Mundane object of value equal or less than 30gp for one minute. Each additonal mimicry point raises this price maximum by 10gp. You can also use 4 mimicry points to manifiest a common magic item of your choice. If the manifested item's value is less than or equal to 1gp,you do not need to spend a mimicry point to manifest it. Though the manifested item is invisible, anyone that sees you is capable of understanding what item you are using. You can mime simple phrases and concepts to creatures with an intellegence greater than 6 however to communicate complex ideas or concepts you must spend a Mimicry point to do so Your current Mimicry points are equal to your proficiency bonus + performance modifier + your total level. At level 5 you are capable of using 10 of your mimicry points to create one uncommon magic item that manifests for one minute. You can do this once per long rest. You regain your mimicry points on a short rest or a long rest. Mime's dance Your movement is a language in its self, Any spells that require a verbal component are replaced with a somatic component. You cannot cast spells that require a verbal component while Restrained or otherwise unable to perform the dance. Politician Some clowns entrench themselves so deeply into society that they become indistinguishable to a common man, however with their clownish traits, they turn their entrancing goofs and gaffs to instead influence the ideas and ideals of people. Politician's Zeal. You gain proficency in the Persuasion and Decpetion skills. Amoral Connections. You are able to make connections from the most honorable men to the most vile of abominations. Your words transcend language and you can bargin with even the most monsterous. You have a pool of Your Performance modifier points Political Sway points. When you use a political sway point you gain advantage on the next persuasion or deception roll, and if the creature fails a Wisdom(Insight) check they are influnced as stated by the Suggestion spell for 30 seconds. If attacked a creature effected by this trait may re-roll this Wisdom(Insight) check to break free. You regain all Political Sway points on a long rest. This feature works on creatures with an intellegence of 6 or higher, but not undead or constructs. Well-fitting. You find your way into places of political power more easily, nobles tend to easily relate to you and are more likely to like you. Smuggler Some pull lengths of scarves tied together out of their sleeves or noses that are seemingly impossible, others, others swallow swords. These Clowns are trained and raised to use their very body as a resivoir, and though it's unknown exactly where they put their stuff, we do know that they can surely carry alot. Abillity Score Increase your Dexterity score increases by 1 Hefty and Proud. You are one size larger when determining carrying capacity, if you already have this feature from the Bulky feat or some other effect, you may instead add +4 strength only when determining carrying capacity Hidden Item. As a bonus action you may choose to smuggle an item that weighs less than or equal to one fourth of your carrying capacity. While this item is smuggled it is completely hidden from sight, and someone attempting to see it must make a Intellegence(Investigation) check contested by your Dexterity(Slight of hand). Smuggle. You may add half of your performance bonus to your Slight of hand checks