Bard
Base Class: Bard

The subtle feigned incompetence of the College

of Clowns brings its members the greatest

reward: having their enemies underestimate

them. Though their peers in other colleges may

laugh at the ostentatious face paint or gigantic

shoes, a Clown knows that a true performance

is the one you never know you’re watching.

Clowns master the art of feigned ineptness.

They use their unparalleled balance and

acrobatics for intentionally falling, dropping

things, or causing accidents without putting

themselves at risk. And, by doing so, lull their

enemies into a false sense of confidence; all

while bringing a smile to the faces of others.

 

Master tumbler

When you choose this college at 3rd level, you become proficient in the Dexterity (Acrobatics) ability. If you already proficient, you gain expertise

 

I meant to do that

Also at 3rd level, when you choose this college you learn to pass off your mistakes as intentional jokes. When you fail an ability check, you can choose to reroll the check and add a Bardic Inspiration die to the result without expending one of your die. You must take the second result. You cannot use this ability again until you finish a short or long rest.

 

Roll with the punches

Also at 3rd level, when you are wearing no armor or light armor and not carrying a shield, as a Bonus Action on your turn, you enter into a masterful tumbling routine that lasts for 1 minute. You flail and fall, appearing to be barely able to stay on your feet for even a moment, all the while maintaining perfect control. When you enter this routine, you expend aBardic Inspiration die. For the duration, all weapon attacks against you suffer a penalty equal to the result, but your movement speed is halved. As a masterful performer, the tumbling routine does not impact your ability to take actions such as attacking or casting spells. You can use your Bonus Action to end this routine.

 

 

Balloonomancy

Starting at 6th level, you learn a secret sect of magic known only to the College of Clowns, Balloonomancy. This nearly lost magical art utilizes an amazing alchemical component capable of stretching far beyond its original size while remaining airtight. You learn the following spells. They are always prepared and do not count against your prepared spells for the day. However, you must use a spell slot to cast them. Additionally, you gain proficiency with the Balloon Maker’s Kit. This special kit can be purchased in most major cities and costs 10 gp. You can use this kit to craft materials for balloonomancy using alchemical supplies equal to 1 silver for each balloon created.

 

 

 

Bang!

Starting at 14th level, your mastery over buffoonery extends to your spellcasting. When a creature within 60 feet of you casts a spell requiring material components, you can use your reaction to disrupt the spell’s magical energies. The creature makes a Charisma saving throw. On a failed save, the spell fails, and the spell’s effect is replaced with clownish sight-gag props. For example, a spellcasting focus that would have fired a magic missile may instead simply shoot out a flag with the word bang on it, a shield spell may appear as a totally ineffective tiny shield, or a haste spell may only affect the creature’s vocal chords so that they speak in a high pitch. At the start of the creature’s next turn, the disrupted magical energies in their spell casting focus produce immense feedback dealing 6d6 force damage to the target. You cannot use this ability again until you finish a long rest.