Base Class: Bard
You use your ridiculous personality to throw both allies and opponents off guard.
Bonus Proficiencies
When you join the College of The Fool at 3rd level, you gain proficiency with Acrobatics and Sleight of Hand. If you already are proficient with either or both of these skills, choose two others.
Ridiculous Maneuver
Also at 3rd level, you learn how to use your wit to distract and confuse opponents. As a bonus action on your turn expend one use of Bardic Inspiration, roll the die, and move a chosen foe the result x 5 feet towards an ally. If this puts the enemy in threatened range, the chosen ally gets advantage on their attack roll. Once this ability has been used on an enemy they are immune to it for 24 hours.
Juggle
Starting at 6th level, you can use your reaction and spend an Inspiration die to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by the die roll + your Dexterity modifier + your Bard level.
Whether or not the damage is reduced to 0, you may make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and has a normal range of 20 feet and a long range of 60 feet.
Fool's Luck
Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you or an ally within 30 feet fail an attack, saving throw, or skill check, you may roll an Inspiration die. Add the result to the ally's roll.
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