Base Class: Bard
The arts of Comedy and Tragedy mixed with the clown-like figures of History to manipulate the emotions of others: the fools are the ones who bear no makeup.
Fools of the Trade
You have a go-to style of tomfoolery: Jester, Clown, Pierrot, or Harlequin.
Clown
The classic fool. Made for gut-busting entertainment at the cost of their self preservation. When doing a performance check with the Comedy mask, you are advantaged.
Harlequin
Dapper and tricky is the Harlequin. You have twice proficiency on sleight of hand, and have the Disguise Self spell always prepared.
Jester
The ever obnoxious Jester, unafraid to make a fool of anyone he gazes upon. For the Jester doesn't lack confidence. You always have Vicious Mockery prepared, but whenever you deal max damage on the spell, you can pick another target you can see and cast it again without using an action. The cycle will last until you don't roll max damage on the spell, or have no new targets to insult this round.
Pierrot
The silent and melancholic Pierrot. Although a fool, they specialize in the tragedy of living. When rolling a performance check with the tragedy mask, you roll at advantage.
Comedy and Tragedy
You gain mystical masks of comedy and tragedy. Whenever you cast a performance check, you can use the masks to sway the feeling of the crowd with ease. Each mask adds a 1d4 to the check and on success, comedic performances will give you advantage on charisma ability checks against them in the future, and tragic performances will give them disadvantage on attack rolls and initiative rolls against you and your allies. When you or your allies deal damage to the targets, their emotional state will return to them, breaking the spell.
Act Two
You gain a special ability for your archeclown.
Court Mockery
You can instill doubt in a chosen creature's confidence. By verbal insult, you can lower their AC by 1 as long as the creature doesn't have their max health. You also gain the Savage Attacker feat.
Pantomime Caster
You no longer require your voice to cast verbal spells. You can act out what you're casting to cast it.
Pantomime Caster
You no longer require your voice to cast verbal spells. You can act out what you're casting to cast it.
Vault of Many Gags
You have a container that contains many gag props. When reaching for a prop, roll a 1d20 and summon the chosen item for 1 hour.
1) You explode from a comically large bomb. Take 4d4 fire damage.[roll]4d4[/roll]
2) Summon a Cream Pie.
3) Summon a Cherry Pie.
4) Summon a Blueberry Pie.
5) Summon your alcoholic beverage of choice.
6) Summon a rabbit... a normal rabbit.
7) Summon a rabbit... a killer rabbit.
8) Summon a torch that conveniently outs the fire out when it's dark, and turns on when a monster is within 15ft of you.
9) Cast Bane on yourself and Bless on all of your allies.
10) Summon a Recorder that's always out of tune. You can use it as a spellcasting focus.
11) Summon a whiffle ball bat. When attacking a creature it deals your unarmed strike damage, but forces the creature to make a strength saving throw or be flung 20 ft from you.
12) Summon [roll]1d100[/roll] balloons of varying colors.
13) Summon a tall mirror that doesn't accurately reflect it's viewer.
14) Summon a Disguise Kit.
15) Summon Painter's Tools.
16) Summon long 100 ft rope made from various handkerchiefs tied together.
17) Summon a comically large hammer. It's pretty much a Maul.
18) Summon a cannon that fires people. You can choose a target nearby and cast catapult using them as ammo.
19) Summon a clown car.
20) You now posses the item, Pistol... permenantly.
Act Three
You gain a special ability for your archeclown.
Always a Bridesmaid
You gain the ability to "Beckon Bride". The ability allows you to become disadvantaged on persuasion checks but add +3 to an ally's charisma ability checks and saving throws. It does require concentration and can last up to 1 hour. Only one ally can be beckoned at a time.
Gallows' Humor
The last class feature of the Jester allows you to kill your opponents with Gallows' Humor. If you go unconscious, your body won't go limp. Instead a spiritual noose will wrap around your neck and puppet you to continue fighting unless you die or succeed on your death saves. You can cast spells during this state, but due to your condition all attacks you do will be at disadvantage. Other than that, you still suffer the effects of being unconscious.
You also have the added benefit of having +1 to all spell attacks if you're within 10ft of a dead or undead creature.
Impression of Evil
Twice per long rest, you can shapeshift into a creature that is large or smaller but you must be looking at them to activate it. While transformed, you gain advantage on deception checks and you can use the creature's actions and abilities. The shapeshifting takes concentration to maintain and lasts up to 10 minutes at a time.
Slap-Jack
You gain a slapstick. On hitting a creature with the slapstick, you deal 1d6 bludgeoning damage or 1d8 if you're using both hands (quarterstaff). Until the end of your next turn, all NAT 20s they roll must be rerolled and stocked for your future use. You can only hold 3 at any given time and lose them every long rest.
Comments