Bard
Base Class: Bard

The Fool are often tricksters, using wit, humor, and other tricks as they're allies with a smile. Using there own failures as a source of strength and double down on their own foes with Jeering and ridicule.

Clown White

At 3rd level, your mastery of the white clown persona has imbued you with a wealth of theatrical skill. You gain proficiency in both Acrobatics and Deception. In addition, you become proficient with disguise kits. When you don a disguise crafted from one of these kits—and provided you are wearing neither armor nor a shield—your Armor Class is as 10 + your Dexterity modifier + your Charisma modifier.

Clumsy Oaf

At 3rd level, your uncanny knack for turning mishaps into moments of heroism—and comedy—manifests whenever your ally is in peril. When an ally within half your movement speed becomes the target of an attack or is forced to make a saving throw, you can expend one use of Bardic Inspiration as a reaction. As you fall, trip, and stagger into their place, roll your Bardic Inspiration die and add your Charisma modifier. You then push your ally a number of feet equal to the result, rounded to the nearest multiple of five, and assume the role of the target instead. If this displacement moves your ally out of an area of effect, they are no longer subject to it. Moreover, until the start of your next turn, reduce any damage you take by an amount equal to your Charisma modifier.

At 6th level, you may use one use of Bardic Inspiration this way to roll two Bardic Inspiration dice for this effect, and at 14th level, you may roll three.

Jest and Jabber

At 6th level, you become the master of irritating your enemies with your words. you learn the Vicious Mockery cantrip, if you didn't already know this spell. If you already know this cantrip, you may learn another bard cantrip instead. Whenever you cast this cantrip you may add your charisma modifier to the damage, additionally whenever a creature succeeds a saving throw from this spell they take half.

As a reaction, you may cast Vicious Mockery whenever an enemy makes an attack roll against an ally, or you.

You use this feature a number of times equal to your Charisma modifier. You regain all uses of this feature when you take a long rest.

Benefits of the Auguste

At 6th level, your allies become used to being part of your jokes and acting as the straight man to your acts Whenever a creature rolls a Bardic Inspiration die granted by you or are pushed by your Clumsy Oaf feature, they gain a number of temporary hit points equal to your Bard level plus your Charisma modifier. While they have temporary hit points in this way, they gain resistance to Psychic damage. These temporary hit points disappear the next time a creature takes a short or long rest.

Jiggery Pockery

At 14th level, your mastery of misdirection allows you to escape harm in the most spectacular fashion. When you fail a saving throw or are hit by an attack, you can choose to succeed on the saving throw instead or cause the attack to miss. In a burst of illusionary trickery, an illusory version of yourself is sent hurtling away, while you turn invisible and slip away unnoticed. You instantly move up to 30 feet, reappearing at the end of your next turn. While invisible in this way, the next spell you cast that forces a creature to make a saving throw has them make the save with disadvantage. Once you use this feature, you can’t do so again until you finish a long rest.

Additionally, once per long rest, when you would be reduced to 0 hit points, you are instead reduced to 1 hit point and may immediately use the effect of Jiggery Pockery.

Previous Versions

Name Date Modified Views Adds Version Actions
3/5/2025 3:15:53 PM
7
0
--
Coming Soon
3/6/2025 4:48:59 AM
7
0
--
Coming Soon
3/6/2025 4:09:42 PM
14
0
--
Coming Soon
3/6/2025 4:21:12 PM
18
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes