Bard
Base Class: Bard

Bards spend long stints of time in the most prestigious of colleges to hone their craft. Some are extremely good, and can make it through no problem. And some...don't. The bards who become College (Dropout)s of Stand-Up replace their sub-par learning skills with an exemplary show of entertaining talent. The College (Dropout) of Stand-Up subclass is one meant for those who wants to exude a multitude of spellcasting. They are constantly on a rotation of utility and support, keeping everyone going in the trying times of battle. They go through spell slots quickly, meaning that you are going to want to keep them prepared for running low. Keep a few good powerful cantrips on you at all times, so that you aren't left helpless when your spellslots are gone.

Fun & Games

When you join this at level 3, you start to expand your repertoire. You gain proficiency in all Gaming sets, and choose one of the following skills: Deception, Intimidation, Persuasion. Your inspiration die total is now 2 times your Charisma modifier (minimum of 2). You also learn Tasha's Hideous Laughter if you didn't already know it, and may cast it at will.

Diversify

Starting at 3rd level, you begin to learn how to diversify your portfolio of spells, making you very versatile. When learning new spells at any level up, you may also learn from the Cleric and Warlock spell lists. Starting at 6th level, you may also learn from the Wizard and Druid spell lists, and at 14th level, you may learn any spell of the corresponding levels at all level ups.

Comedy Gold

Starting at 6th level, your humor knows no bounds. You gain 3 charges of comedy gold. When you cast a spell that requires concentration, you may instead cast it with comedy gold. Spells cast with comedy gold are all grouped as one concentration spell, and as such, will all disappear if you fail a single concentration check. You may have as many comedy gold spells active equal to half your Charisma modifier (rounded down). After a long rest, regain 1d4+1 comedy gold charges. You may have a max of comedy gold charges equal to your Charisma modifier + proficiency bonus.

Complex Punchlines

Starting at 6th level, you learn that you might have spent a bit too much time on a joke, completely ruining it's comedic potential. But maybe it'll help in other ways. Once per long rest, you may cast Confusion, regardless of if you have the spell slots for it.

Key to Timing

Starting at 6th level, you have begun understanding exactly how to tell a joke to make it land, and how to use that to your advantage. When using Tasha's Hideous Laughter, you may target a number of creatures equal to your Charisma modifier. It all only counts as 1 spell under your concentration. You are unable to use comedy gold when doing this.

Professional Jester

Starting at 14th level, the magic laced within all your jokes becomes more than just a little helpful. You automatically learn Otto's Irresistable Dance, and it does not count against your spells known. You may now have a number of comedy gold spells active equal to your Charisma modifier. Also, when you are forced to make a concentration check, you may instead choose to willingly end one comedy gold spell to automatically succeed.

College (Dropout) Of Standup Image

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