Bard
Base Class: Bard

As a bard of the College of the Jester, you emphasize the chaotic, unpredictable, and entertaining aspects of a jester, using your abilities to manipulate situations, mock enemies, and shift the flow of combat.

 

Jest Dice Pool

At 3rd level, you gain access to a pool of dice known as your Jest Dice. The Jest Dice start as d6s at 3rd level, upgrading to d8s at 5th level, d10s at 10th level, and d12s at 15th level, following the progression of Bardic Inspiration dice. You have a pool of Jest Dice equal to your Charisma modifier (minimum of one). You regain all expended Jest Dice after a long rest.

Fool's Gambit

Starting at 3rd level, as a reaction when an enemy makes an attack roll or ability check, you can expend one Jest Die to impose a penalty on their roll. Roll the die and subtract the result from their attack roll or check. If you roll the maximum number on the die, you receive the same penalty on your next attack roll or ability check (since jokes can sometimes backfire!).

Tumultuous Trick

Starting at 6th level, when you are hit by an attack, you can expend a Jest Die as a reaction to turn the blow into a comical misstep. You roll your Jest Die and reduce the damage by the result. If the Jest Die roll is 6 or higher, the attacker must succeed on a Strength saving throw (DC = 8 + the roll on your Jest Die) or drop their weapon or item they are holding, causing it to land 10 feet away from them.

Jestpertise

Starting at level 14, your Jest Die Pool increases in size. You have a number of Jest Dice equal to 2 times your Charisma modifier (minimum of one).

Trickster's Flurry

Starting at 14th level, whenever you make an attack or cast a spell that targets another creature, you can expend and roll (if necessary) a Jest Die to perform one of the following effects. You must roll the Jest Die after choosing the effect:

  • Trick Step: Switch places with the target if they are within 5 feet of you.
  • Disarm: Force the target to make a Dexterity saving throw (DC = 10 + the roll on your Jest Die) or drop their weapon or item.
  • Stunning Flash: Create an explosion of confetti, sparks, or distracting magic in a 10-foot radius around the target. All creatures in the area must make a Constitution saving throw (DC = 10 + the roll on your Jest Die) or be blinded until the start of their next turn. If the target fails the save by 5 or more, they are also stunned until the end of their next turn.
  • Bob and Weave: Add the result of the Jest Die to your AC until the start of your next turn, as your unpredictable movements make you harder to hit.
  • Tripster: You can cause the target to slip or trip. The target must make a Dexterity saving throw (DC = 10 + the Roll on your Jest Die) or fall prone. If they fail, you also gain advantage on your next attack against them.

Fool's Fortune

Starting at 14th level, when you or an ally makes an attack roll, ability check, or saving throw, you can expend a Jest Die as a reaction to roll two Jest Dice and choose one of the results to add to the roll. If both Jest Dice are 5 or higher, you can add both rolls to the result. However, if both Jest Dice are 3 or lower, the attack, check, or save automatically fails.

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