Bard
Base Class: Bard

 

Most folk are happy to welcome a bard into their midst, but hat if it's a clown? Bards of the College of Clownery are as feared as they are laughed at. They often are dressed quite excentric, not always with big shoes, wigs and fake noses but some may choose to wear these. They use juggling, puns and other forms of clowning around to entertain their ausdiences.

Many other bards hate the College of Clownery, viewing it as a joke or something thats just not right and kinda funny. For this reason, members of this college rarely reveal their true face. Try and keep their work and personal life seperate.

Clowning Specialty

At 3rd level, you learn a way to perform in line with your way to Clown. Choose one of the following ways to clown around to call your own and gain proficiency with an associated skill if you dont have it already.

  • Juggling
  • Jokes and Japes
  • Miming
  • Scary

At 6th level you get to learn a second Clowning Specialty

Jokes and Japes

: you know what to say or do and when to do so, to get the most laughs out of a situation. You may gain proficiency with the Persuasion skill.

Juggling

you have a good feeling for throwing and catching. You may gain proficiency with the Acrobatics skill.

Miming

You know how to shut up and act out things.. and somehow they happen?!. You may gain proficiency with the Performance skill.

Scary

If you can scare your listeners and onlookers into believing they're in danger, maybe they are? You may gain proficiency with the Intimidation skill.

Physical Performance

When you join the College of Clownery at 3rd level, you gain the ability to make your Spell attacks with your signature type of performance in lieu of a song or dance you would usually do.

Using a Bardic Inspiration, you can perform your Clowning Specialty.
When casting a spell, you add a bardic die roll on top of the spell attack roll.

Upping your performance

At 6th level, you deepen your connection with your Clowning Specialty. You gain abilities for your Clowning Specialties. Using one of your Bardic dice you can enhance these abilities that you have chosen.

  • Knife Toss (Juggling)
  • Hearty Chuckle (Jokes and Japes)
  • The Lasso Trick (Miming)
  • Lingering Scare (Scary)
Hearty Chuckle (Jokes and Japes)

You can make a creature within 30 feet that understands your joke laugh and get distracted, giving it the charmed condition and disadvantage when attacking for up to a minute, unless they pass a Wisdom Save against your spell DC at the start of their turn.
You may use a bardic die to expand this effect for the amount rolled in rounds.

Knife Toss (Juggling)

You can juggle up to 3 Weapons that the "light" and "thrown" properties and throwing all of them when making a juggling attack, you may use a bardic die to add onto the hit roll.
Additionally when you make a thrown melee attack, the weapons used return to you immediately after the attack. 

Lingering Scare (Scary)

You can target a creature within 30 feet of you, the target of the scare becomes frightened for up to a minute, unless they pass a Wisdom Save, against your spell casting DC and take your bardic die Psychic damage each turn they remain frightened.
You may use a bardic die to expand this effect for the amount rolled in rounds.

The Lasso Trick (Miming)

When doing the old lasso trick, you attempt grapple a creature within 30 feet with an invisible lasso.
If your performance is convincing against their Strength Save, the creature is grappled for up to a minute, unless they break free with a strength save against your spell DC at the start of their turn.
Further you can spend a bonus action to pull them 5 feet toward you.
You may use a bardic die to pull the creature an additional number of feet equal to your roll.

Masterful Clownery

At 14th level, you gain expertise in the skill of one of your Clowning Specialties.

The chosen Clowning Specialty act gets further enhanced as follows:

  • Are you sure that's a Knife? (Juggling)
  • Walked you into that one! (Jokes and Japes)
  • How is he doing that? (Miming)
  • Mass Hysteria (Scary)

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

How is he doing that? (Miming)

using your convining performance you convince the world around you that you can fly, make things levitate, run faster or climb up walls. you can cast Fly, levitate, expeditious retreat, water walk or spiderclimb at will without expending a spell slot.

Mass Hysteria (Scary)

Youre scary enough to give multiple creatures a stronger lingering scare. By Spending 1 turn to set up and perform a scare, you may include up to 5 more creatures in a 30-foot radius around the target of your lingering scare.

Walked you into that one! (Jokes and Japes):

 you can spend 1 turn to set up and deliver a joke, this allows you to include up to 5 creatures in a 30 foot radius around the target of the Hearty Chuckle, that can see or hear you.

You sure that's a knife? (Juggling)

you can juggle up to 5 "light", "thrown" weapons or up to 3 weapons that may include :Mace, Battle Axe, Short sword, Morning star or Scimitar, to do the knife toss act.

Previous Versions

Name Date Modified Views Adds Version Actions
7/31/2023 1:55:43 PM
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