Base Class: Bard
Court Jesters and Royal Fools may seem to be merely brightly-clothed simpletons, but looks can be deceiving. Members of the College of Fools can influence the very workings of Kings, lulling them into false security, fanning the flames of their anger, or directing (or misdirecting) their focus as they see fit.
Nimble Acrobat
At 3rd level, you gain proficiency in Acrobatics. If you are already proficient in Acrobatics, your proficiency bonus when performing Acrobatics is doubled. As a bonus action on your turn, you can take the Disengage action by virtue of your acrobatic training.
Biting Satire
At 3rd level, your candor and wit in telling the blunt truth give you an edge in tense situations. You learn the Vicious Mockery cantrip if you do not already know it. When you cast a spell of first level or higher on your turn that requires a saving throw, and one or more of the targets succeeds on the saving throw, you can target one of the succeeding creatures with Vicious Mockery, using a bonus action as the casting time.
Additionally, as a bonus action, you can expend a Bardic Inspiration die to try to vex a creature that can hear you within 60 ft. The target must succeed on a Wisdom saving throw or have its speed be reduced to zero until the start of your next turn. Creatures that are immune to being charmed are unaffected by this effect.
Jester’s Demeanor
At 6th level, you have mastered the subtle art of demeanor and you are able to seem threatening or harmless at will. As a bonus action, you may assume or end one of two demeanors:
Brutal Jeering: You annoy and jeer your opponents. If a creature tries to make an attack against a creature other than you while you are also in its range, it must first make a Wisdom saving throw against your spell save DC. On a failure, it must instead target you with the attack or lose the attack.
Playful Innocence: You put on an air of harmlessness. If a creature tries to make an attack against you while another creature is in its range, it must first make a Wisdom saving throw against your spell save DC. On a failure, it must instead target the other creature or lose the attack.
Once a creature has succeeded on a save against either of your demeanors, it is immune to the effects of both for 24 hours.
Fool’s Errand
Starting at the 14th level, your uncanny luck lets you defy the odds, eagerly facing obstacles that seem impossible to others. Whenever you would make an attack roll, ability check, or saving throw with disadvantage, you can choose to wager a use of Bardic Inspiration by rolling a Bardic Inspiration die and adding it to your total. If you succeed on the roll, you regain your use of Bardic Inspiration. If you fail, the Bardic Inspiration is used and you subtract the number rolled from your next attack roll, ability check, or saving throw made within one minute.
Comments