Base Class: Bard
The entertainer. That's what this school focusses upon. Cheap boisterous laughter, loud singing and comedic skits that border upon the obscene found at the edges of what is socially accepted. You are learning to be an expert in what is bawdy and risqué, as well as the slapstick humor that has nearly everyone laughing and enjoying themselves. However, you are not a clown, or a jester. You are an entertainer. Stab, slap, smack, sing, scold, roast. Bards of this college excel in all aspects of the comedic arts, whether through song or prose or outright humor. This college was created out of a "necessity" for real, hard-hitting comedy.
You find value in the type of entertainment that is bawdy and usually only found in dive bars and dockside taverns. Let those lore bards, those stuffy historians, those who only wish to improve their voices in song . . .let them all keep their ideas of being a bard to themselves. You prefer to entertain the masses, using boisterous drinking songs and unoriginal, almost predictable jokes and puns. You give the people what they want, even if they don't know it yet. You also know the value of misdirection, and how being the life of a party may provide opportunities not usually afforded to one such as yourself.
Level 3: The Comedian
You have learned the value of a well placed joke, whether its intent is to inspire your friends or to cause your enemies to cringe. Using a Bard Inspiration as a Bonus Action, you call out a joke for all to hear, affecting up to six within hearing (your choice). Your joke has the power of inspiring your friends, perhaps helping those who are afraid or distracted from what they should be focusing upon. Your joke also has the ability of affecting those who mean you harm, causing those who fail a charisma saving throw to lose concentration upon a spell, or to possibly miss their next attack roll or ability check.
For your friends, they can roll with advantage to overcome a frightened condition, or when they need to roll a saving throw to overcome being charmed or stunned, or even to escape a grappled condition.
For your enemies, they must roll against your Spell Save DC or they will either lose concentration upon a spell, or make their next attack or saving throw with disadvantage. (your choice)
Level 3: Misdirection and Mayhem
Right when a good joke is needed, you are there and ready to use your skill with the tongue to draw others to yourself, and away from things they should be paying attention to. Calling out to those in the room (as an action), you use your wit and charm to draw the attention of those within hearing of your boisterous voice. Roll to see the power of your performance skill, with a DC set by your DM, to see if you do indeed draw everyone's attention to you and away from everything else going on in the room. Continuing with your performance, you can distract the room for as long as you wish (making further performance checks as the DM feels necessary).
You also gain the ability to befuddle those you speak to. Using a bardic inspiration while talking to an individual, over the course of 30 seconds, you will cause them to make a Charisma saving throw with disadvantage against your Spell Save DC (as long as they understand what you are saying). If they should fail, this person will become dumbfounded by your wit (see stunned) for one minute, or until they take any kind of damage to break the condition. If allowed to run the entire course of a minute, the victim will be unaware of any passage of time, and will not remember being in that condition.
Level 6: Farceur
Starting at 6th level, your comedic charms are always present, even in your magic, making you seem almost harmless. When a creature succeeds in a saving throw against a non-damaging bard spell of yours, its attitude against you doesn’t change. For example, when you try to use the Charm Person spell on a guard and he succeeds on his Wisdom save, he just laughs it of as a joke.
You also gain the knowledge of Calm Emotions and it does not count against your known spells. In this case, casting it will NOT consume a spell slot and you can cast this spell a number of times equal to your Charisma ability modifier per long rest.
It's All In The Timing
Beginning at 6th level, whenever you cast a buff or debuff spell that affects creatures, you can add a hilarious punchline at the end of a spell that will either provide an additional buff to your allies or debuff to your enemies. You can add a Magical Punchline to a spell a number of times per long rest equal to your Charisma modifier.
|
Punchline Type |
Allies |
Enemies |
|
Hyperbole |
+10 Movement for 1 min |
-15 Movement for 1 min |
|
Irony |
+1 AC for 1 min |
-2 AC for 1 min |
|
Shock |
Advantage on next Attack Action |
Disadvantage on next Attack Action |
|
Parody |
Advantage on next saving throw |
Disadvantage on next saving throw |
|
Wordplay |
Advantage on next Charisma ability check |
Silenced until end of your next turn |
|
Madcap |
+2 to Damage rolls for 1 min |
-3 to Damage rolls for 1 min |
Level 14: Master of Wit and Pun
When you cast Hideous Laughter and your target fails their saving throw (Charisma instead of Wisdom), you can cause as many others equal to your Charisma modifier to also roll, with disadvantage, or fall victim to the same spell and conditions.







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