Bard
Base Class: Bard

Bards of this college follow one of the oldest and one of the classic forms of entertainment: the clown. Giddy and full of mirth, they travel from kingdom to kingdom to spread their joy. These clowns seek entertainment from all over the land, and they roll with whatever they find.

Bonus Proficiencies

When you join the College of the Clown at 3rd level, you gain proficiency in Acrobatics, Performance, and a skill of your choice. You also gain +2 to your Dex score and +1 to your Char score.

Mirthful Mockery

At 3rd level, you can cast Vicious Mockery with double the hit die (2d4) per long rest. The die double again at 6th level, again at 9th level, and so on.

Honk and Run

At 3rd level, you can use your action in combat to dash to your enemy and let out a terrifying honk, startling them. The creature must make a Wisdom saving throw or be Frightened of you until they succeed.

Juggling Master

At 3rd level, you gain proficiency with dual wielding weapons, and now have advantage when throwing improvised weapons. 

Mimery

At 6th level, you can cast the spells Message and Speak with Animals if you do not know them already, and you can cast them without expanding a spell slot once per long rest. 

Rubber Skeleton

At 6th level, you count as one size smaller when hiding or fitting into something ie a crate, a small space, or a comically small car. In addition, you have advantage on Stealth checks when actively hiding.

Joyful Performance

At 14th level, you may use your action to begin performing a series of tricks and stunts, punctuated with a few comedically timed honks. A number of creatures up to or equal to your Charisma modifier gain the number of hit points equal to your bard level. This effect lasts for 1 minute, or until you lose concentration. You cannot use this feature again until a long rest.

Circus Tricks

At 14th level, you've learned to use your carnival acts in many tricky and impressive ways. On your turn, you can use one of your Bardic Inspirations to do one of the following.

- Scarf Trick: You feign a sneeze, reaching into your coat for a tissue, pulling out one... then another... then another...then another. You can use your bonus action to contest a Charisma (Performance) check against your targets Wisdom (Insight). If you win said contest, you have advantage on attack rolls against the target and one of your allies within 60ft of you gains one Bardic Inspiration die. You must have a handkerchief, scarf, or tissue on you to do this.

- Hokus Pokus: You pull out a small handful of dust, giving a cheery wave before throwing it onto the ground with a poof. You can reappear anywhere within your line of sight, and any creature within 5ft of your new position must make a Widsom save or have disadvantage on attack rolls against you. You must have some form of dust/grain on you to do this, such as sugar, sand, salt, or dirt. 

- Sword Swallower: You pick up one of your weapons, cranking open your jaw and sliding the blade down your gullet, gulping with satisfaction. All creatures who have disadvantage on Wisdom checks until the beginning of your next turn. You must have a sword or knife to do this.

- Animal Tamer: You use your action to play a charming tune on your instrument of choice, and charm any animal who can see or hear you must make Wisdom checks or be charmed by you and follow your orders. You must have an instrument to do this.

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