Bard
Base Class: Bard

Not all grand stories conclude in a sorrowful and tragic failure. Many tales end with joy and hope, and bards of the College of Comedy know that glee and delight are emotions just as potent as pathos and sorrow. These bards specialize in the power of comedic storytelling, weaving words and spells together to a jocular and amusing effect.

Poetry in Joy

When you join the College of Comedy at 3rd level, you learn to harness the beauty in success, finding inspiration in the happiest twists of fate. Whenever you or an ally within 30 feet of you rolls a 20 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to soliloquize and regain one expended use of your Bardic Inspiration die.

Jubilant Fate

Also at 3rd level, you instil deep feelings of jubilation and laughter on your allies.

When you or an ally you can see are forced to make a saving throw, you can expend one use of your Bardic Inspiration to change the type of saving throw to a Charisma saving throw instead.

If the target succeeds this save, roll a Bardic Inspiration die. The target gains temporary hit points equal to the result, and is plagued with euphoria for 1 minute. If the target is reduces a creature to 0 hit points during this time and can speak, they are magically compelled to utter a majestic speech of success before reducing the creature to 0 hit points.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Comedic Sally

At 6th level, you learn to weave a magical narrative that highlights the strengths of your allies. When a creature rolls a 1 on the d20 on an attack against you or an ally within 60 feet of you that you can see, you can use your reaction and expend one use of your Bardic Inspiration to target the attacked creature and evoke the story of a jubilant comeback. For 1 minute or until the target suffers a critical hit, any weapon attack made by the target scores a critical hit on a roll of 18–20.

At 14th level, the critical hit range of this feature increases to 17–20.

Conquerable

Also at 6th level, your words can twist the power of fate to create a hilarious downfall from the promise of a future triumph. When you make an attack roll or a saving throw, before you make the roll, you can take a -10 penalty to the roll, but the next attack roll or saving throw you make gains a +10 as a bonus. If not used, this bonus disappears when you finish a short or long rest.

You can’t use this feature again until you finish a short or long rest, or until you are reduced to 0 hit points.

Nimbus of Chará

Upon reaching 14th level, as an action, you can make a melee spell attack against a creature within range, or simply touch a willing creature, empowering it with a finale worthy of slapstick...with a twist. For 1 minute, the creature is surrounded by upbeat music and ghostly laughing, granting it the following benefits and drawbacks.

  • The creature has a -4 penalty to its AC.
  • It has disadvantage on attack rolls and ability checks.
  • When the creature is hit with a weapon or spell attack, it takes an additional 1d10 radiant damage.
  • Any weapon attack made by the creature scores a critical hit on a roll of 17–20.

When this effect ends, the creature immediately regains half its hit point maximum. Once you use this feature, you can’t use it again until you finish a long rest.

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