Bard
Base Class: Bard

Comedy has often been considered the first ever form of entertainment, capable of causing uncontrollable reactions in others, much to the glee of the performer. A trained comic can completely lock down their enemies with magical jokes. As well, the morale boost that a comic can bring to their party cannot be understated. Although music can be inspiring and refreshing, nothing can improve your mood more than magically-infused laughter. 

Expertly Timed Joke

Beginning at 3rd level, when you use Bardic Inspiration, make a Performance check. If you roll an 18+, you make an Expertly Timed Joke that gives the bardic inspiration die a +2 to the roll when used and you do not expend a use of your Bardic Inspiration. If you roll a natural 20 on your Performance roll, the bonus to the bardic inspiration die increases to +4.

Trigger Word

Beginning at 3rd level, you can set creatures off and send them into an uncontrollable rage. You can choose to use your Bardic Inspiration offensively to target an enemy creature. The target creature must succeed on a Charisma saving throw or go berserk, causing them to become vulnerable to attack but increasing their damage and movement. The creature will lose control and attempt to attack only the Bard for one minute. The creature’s damage rolls increase by its proficiency bonus and its movement increases by 10, but it will have disadvantage on Dexterity saving throws, and all attacks made against it will have advantage and deal bonus damage equal to the attacker's proficiency bonus. At the end of each of its turns, the creature may repeat the saving throw, ending the effect on a success.

Magical Punchline

Beginning at 6th level, whenever you cast a buff or debuff spell that affects creatures, you can add a hilarious punchline at the end of a spell that will either provide an additional buff to your allies or debuff to your enemies. You can add a Magical Punchline to a spell a number of times per long rest equal to your Charisma modifier.

Punchline Type

Allies

Enemies

Hyperbole

+10 Movement for 1 min

-15 Movement for 1 min

Irony

+1 AC for 1 min

-2 AC for 1 min

Shock

Advantage on next Attack Action

Disadvantage on next Attack Action

Parody

Advantage on next saving throw

Disadvantage on next saving throw

Wordplay

Advantage on next Charisma ability check

Silenced until end of your next turn

Madcap

+2 to Damage rolls for 1 min

-3 to Damage rolls for 1 min

Viral Meme

Beginning at 14th level, whenever you make an Expertly Timed Joke, friendly creatures that are not in your party and are able to hear the joke are Charmed by you for the next 24 hours. Any creatures that are Charmed by you cause other non-hostile creatures they interact with to become Charmed by you as well.

Additionally, when a friendly creature that has a Bardic Inspiration die from you comes within 5ft of an enemy creature or creatures, they can use a bonus action to spend the Bardic Inspiration die to spread your magical joke to the enemy creature. The creature must make a Charisma saving throw. On a success, the enemy creature becomes afflicted with the effect of Trigger Word. On a failure, the creature becomes Charmed by you for 24 hours. An enemy creature that is Charmed by you in this way that comes within 5ft of another enemy creature or creatures on its turn causes this same effect, forcing Charisma saving throws and either becoming Charmed or being affected by Trigger Word.

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