Bard
Base Class: Bard

Clowning around, most likely both in character and out of character.

Fool's Wits

3rd-level College of Jesters feature

At 3rd level, your jesting and playful demeanor make it difficult for enemies to take you seriously. Whenever you are targeted by an attack, you can use your reaction to impose disadvantage on the attack roll.

Additionally, as a bonus action, you can taunt a creature within 60 feet, forcing them to make a Wisdom saving throw or have disadvantage on attack rolls on creatures other than you, and other creatures have advantage on saving throws against that creature. This last until the start of your next turn.

You can use each of them a number of times equal to (your Cha modifier + your proficiency bonus).

Jester's Privilege

3rd-level College of Jesters feature

Your privilege as a "College of Jesters" bard, is the ability and right to talk and mock freely without being punished (too much, that is). When you fail a non-Intimidation Charisma check, you can use a reaction to make another Charisma check against the original contested (insight, usually) roll/value. If you succeed that one, the creature(s) that you made the original Charisma check against, must act as if the cause(action, feature, or whatever it was) of the check did not happen. A DM can still choose for the creature(s) to punish the "jester", but the punishment must be lighter than the original punishment (the one to a creature that does not have this feature).

To use this feature, you must be wearing an appropriate Jeter outfit (usually a funky cap and suit, covered in bells). For those of higher standing (like nobles, government/kingdom officials, or royalty), you will need a Jeter outfit gifted from them (for them to signify that they are denoting your status and giving protection for the consequences of acting/being a fool, this is usually a piece of additional head gear and/or a marotte that  represent/reflect the ones that gave you this outfit, like a "down grade" crown/scepter to represent the king's fool). An outfit from a higher "tier" usually will work for those below it (for example, a outfit from the king would work for the nobles under the king). Talk to the DM for outfits you will get for choosing this subclass, how you would gain other ones, and how to replace/fix ones that have been damaged.

Fool's Resilience

6th-level College of Jesters feature

At 6th level, you can dodge and weave through danger turmoil using your wit and humor. You gain proficiency in Wisdom saving throws and Insight checks, and you can add your Charisma modifier to your AC while you are not wearing any armor (or you are wearing your jester outfit). 

Comic Relief

6th-level College of Jesters feature

Also at 6th level, you can bring a breathe of "fresh air" to people facing a grim reality. When a creature uses your bardic inspiration and still fails a save/check or misses an attack, you can use a reaction to give them advantage on the next save, check or attack.

If you fail check or save, you can use your reaction to use a bardic inspiration dice, then you either give a creature within 60ft of you (can be yourself, if it is another creature, they must see or hear you) temporary HP or a bonus to the next d20 roll they make. The amount is equal to the bardic inspiration dice roll + your Charisma modifier.

 

"The Fool"

14th-level College of Jesters feature

At 14th level, you become so adept at being a fool, that you can make others act foolishly without them noticing. When you fail/miss a d20 roll, you can use a reaction to cause the one that cause it to act foolishly, you can do this even if you are unconscious. They get a penalty to any d20 roll they make, which last until the end of your next turn. The penalty is equal to your level in this class. At which a singular card passes by them in the wind before disappearing (a breeze is created if there is no wind).

You can only do this once per long rest.

Additionally, if the fail that caused it was with advantage or disadvantage, make a wisdom saving throw (at advantage if it was advantage) against your Spell DC. If you succeed, you regain the use of this feature. 

 

 

 

 

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