Bard
Base Class: Bard

Comedy is a golden art form in a world that can be so terribly bleak. Humor & Hilarity find themselves to be the best aspects of life itself, and for a bard like this, a good laugh means everything. 

Disclaimer: My name is Raphael & I am using D&D beyond to easily catalogue some of the classes I have been homebrewing. Now in all honesty, quite a lot of my homebrew is either directly taken or influenced by pre-existing homebrew. I am just using this space to easily keep track of my homebrew subclasses that I use in my specific world that I’ve created. Most of the homebrew is homebrew I actually made myself, however if you would like to use it or catalogue it for yourself, please feel free to!

Harlequin's Act

At 3rd level, your skill as a comedian becomes the back bone of your work. You gain proficiency in the performance skill if you don’t have it already, as well as the disguise kit. You also learn the Vicious Mockery cantrip if you don’t know it already. You also know the spell Tasha’s Hideous Laughter and always have it prepared. It does not count against the number of spells you know.

Just Kidding!

Also at level 3, your humor also becomes your saving grace through deceptional innocence. Whenever a creature succeeds on a saving throw against a bard spell that did not damage it and was not immediately hostile to you when you targeted the creature with the the spell, you can use your reaction to make sure it’s attitude doesn’t change and any failed attempt to charm, intimidate, persuade or frighten them is laughed off as a joke. You can use this ability once every short or long rest.

 

The Ol' Switcheroo

Starting at 6th level, when you get hit by an attack, you can use your reaction to replace yourself with an illusory decoy. You don’t take any damage form the attack and teleport up to 30ft from your original location in an unoccupied space. As part of this reaction you can attempt to hide. Once you use this feature you can’t use it again until after a long rest.

Fool's Tumble

Also at 6th level, when forced to make a dexterity saving throw during a combat you can choose to make a performance check instead. If your performance check is successful, you can dash or disengage as a bonus action on your next turn. You can do this a number of times equal to your proficiency bonus per long rest.

Comedic Inspiration

At 14th level, fumbling enemies become well timed sources of humor and magic that you can benefit from. Whenever a creature critically fails an attack against you, you regain 1 use of bardic inspiration up to your maximum.

Hilarious Timing

Also at 14th level, Whenever you critically fail to attack a creature with a melee, ranged or spell attack, that is within 120ft of you, you can spend a bardic Inspiration and subtract the roll from the next attack roll the creature makes.

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