Bard
Base Class: Bard

A favored college of court jesters, clowns, and comedians both professional and amateur all across the world. Your wit and wordplay can make even the most mundane observations sound humorous. But your jokes and physicality aren't just for chuckles– you are able to use the inherent magic of laughter to endear, distract, and even incapacitate your audiences with your punnery. Whether you're hoping for splitting sides or eye-rolling groans, you can be sure that your words will find their mark, prop you up, and leave a lasting impression.

Distracting Humor

When you join the College of Comedy at 3rd level, you gain the ability to distract foes with cheesy jokes.

As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature within 60 feet of you that can hear you and that understands at least one language that you know. Say a cheesy joke, pun, or insult to the target and roll the Bardic Inspiration die. The target takes psychic damage equal to the number rolled and has disadvantage on the next attack roll it makes until the start of your next turn. If the target is maintaining concentration on a spell, it must succeed on a concentration saving throw equal to 8 + the amount of psychic damage taken or lose concentration.

Comedian of Errors

Starting at 6th level, you are able to find humor and lightheartedness even in failure.

Whenever you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can choose one creature within 60 ft. of you that can see you. That creature gains one Bardic Inspiration die from you, without you needing to expend a use of it.

Universal Entertainer

At 6th level, you are experienced enough with different creatures and cultures to understand what everyone would consider funny. You learn two new languages of your choice.

You can attempt to make creatures laugh even if they don't understand your language. Whenever you make a Charisma (Persuasion) or Charisma (Performance) check to make a creature laugh, you gain an additional bonus to the roll equal to your Charisma modifier. This does not apply to checks directed at creatures with Intelligence scores of 3 or lower. If the check is successful, the targets will be temporarily endeared by your antics and will no longer be hostile to you if they were. This temporary endearment only affects a target's current attitude towards you, and might not change any of its other behaviors or opinions about the rest of your aliies; it might also end for you if circumstances change or if you subsequently do anything that upsets the target.

Infectious Laughter

At 14th level, your comedy routines can immobilize huge crowds with fits of unending laughter.

As an action, you can start a comedic performance that lasts up to 10 minutes. During that time, you can use an action on subsequent turns to continue the performance. The performance ends early if you are incapacitated, or if you use an action on your turn to do anything other than continue the performance. While this magical performance continues, each creature of your choice within 120 ft. of you that can hear you and understand you must make a Wisdom saving throw against your spell save DC at the start of each of its turns, and does so with advantage if it is currently hostile towards you. On a failed save, the target howls with laughter and is incapacitated until the start of its next turn, when it can repeat its saving throw. A target that succeeds on its saving throw is immune to this magic for the next 24 hours. A creature with an Intelligence score of 3 or lower automatically succeeds on its saving throw.

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