Bard
Base Class: Bard

The College of Comedy is more akin to a theater, than an actual college. Bards who study here learn the art of laughter, what laughter is, how it is born, and how it can affect people's mindsets. Some find laughter in physical clumsiness, as a jester of sorts, whilst others revel in the art of puns and comedy in its primal form. Nevertheless, bards from this college weave their magic into words and affect their audiences ears as their laughter lowers their defenses.

The magic of a bard from the College of Comedy relies heavily on the way they present their magic, their spells somatic components are large, exaggerated gestures or silly dance routines. The verbal components might be jokes so poor that one can only laugh at them, or silly faces made whilst muttering gibberish.

Sidesplitting

When you join the College of Comedy at 3rd level, you learn to influence your jokes with magic, so surely someone will find them funny.

You imbue your jokes and puns with magic, making them surely tickle the audiences funny bones. As an action, you crack a joke or a pun and creatures of your choice within 30 feet that can hear you must succeed on a Wisdom saving throw or fall prone and be incapacitated until the start of their next turn as they can't contain their laughter. Creatures that are immune to Charm effects make this saving throw with advantage.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Disarming Humor

Starting at 3rd level, your quick wit and words seems to make you friends quickly no matter where you are.

You learn the spell Charm Person if you didn't know it already, and it doesn't count towards your maximum amount of spells known.

Your sharp words slightly changes how the spell behaves. When a creature succeeds on the saving throw, it has no idea you tried to influence it's mind through magical means. Creatures that succeed on the saving throw become immune for the spell for the next 24 hours.

Just Kidding

At 6th level, your mind is filled to the brim with jokes and humor, making it immune to most effects that would destabilize it.

You gain immunity to the charmed and frightened conditions.

Additionally, you know when you would be subjected to such an effect, deceiving the one who tried to charm or frighten you. Make a Charisma check (Performance or Deception) contested by their Wisdom check (Insight). On a successful check, they consider you to be under their influence.

Epitome of Hilariousness

At 14th level, your jokes and words influence even the most stone-faced creatures.

Whenever you cast a spell that a creature would be immune to, you can empower your spell to pierce through such immunities.

You can use this feature 2 times. You regain any expended uses when you finish a long rest.

Previous Versions

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