
Bard Specific
You pursued the life of comedy, whether it be out of pure talent or because it was easy. And unlike most, you managed to laugh your way all the way to the top, the royal family themselves! Which royal family never really mattered to you, all that did was you perfected your craft, perhaps a little too well. Now that you've presumably left it all behind for a life adventure, and for better or for worse you can't seem to leave your old life behind. Among whatever else you had gained with your overall time and sudden departure from your previous employers, you've picked up the horrible habit of perfectionism.
- Skill Proficiencies: Choose two between Performance, Persuasion, Acrobatics and Sleight of Hand
- Tool Proficiencies: Choose between a Disguise Kit, a Playing Card Set, a Flute, a Pan Flute, a Dice Set, or a Lute
- Languages: Your acts have required you to learn languages from other races, likely to mock or stereotype them in some way.
Choose between Dwarvish, Elvish, Gnomish, Goblin, Halfling, or Orc.
- Equipment: A jester must always be prepared.
You will start with a Royal Jesters Hat, Royal Jesters Garb, a pair of Royal Jesters Shoes, and a set Royal Jesters Makeup
As a result of your years of experience working for high nobility, you've come to perfect your craft. All bard spells / skills and charisma rolls / saving rolls when performed with an instrument are rolled with an additional +1 to your total roll. Along with your expertise in your craft, you learned how to properly interact with nobility. Nobles will favor you in most scenarios, making it easier to befriend or manipulate. Gain advantage when performing charisma checks against nobles.
However, your time serving nobility has made you a perfectionist to your craft. To effectively use bard spells and to conduct charisma checks, you must perform a rhyme. Whether it be to a tune, as a poem, or even a haiku, you must perform a rhyme for it to work. On top of this, when failing a Charisma check you enter a state of mania, becoming mentally unstable. For 10 minutes (for the remainder of the battle if it occurs in a battle) you are unable to inspire willing creatures, receive disadvantage on all charisma checks (including saving throws), and have a general negative outlook on life (support actions that will result in negative outcomes, act selfishly, etc.).
Suggested Characteristics
While not provided, it is recommended that you choose from the "Entertainer" background.

As a note, you are welcome to modify this background in any way that seems fit. I made home-brewed this for a character in a campaign I plan on playing soon, so I've left it relatively up in the air. Thought I would share this for anyone else who might be interested in a character similar to this.