Bard
Base Class: Bard

A bardic college created live on stream at twitch.tv/VersusVices with audience support.

Prop Comedy

When you join the College of Comedy at 3rd level, you gain proficiency with improvised weapons.  Additionally, when you hit with an improvised weapon, you may add your Charisma modifier to the damage roll of the attack.  The damage die for your improvised weapon attacks increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.

Hammerspace

Also at 3rd level, you gain the ability to spark joy within those around you with a well-timed slapstick routine. You may expend a use of your Bardic Inspiration to conjure an improvised weapon out of thin air.  This weapon can take any form you choose, such as a whipped cream pie, a rubber chicken, or whatever else you may find funny.  This item exists for one minute, and counts as a magic weapon for the purposes of overcoming resistance. Additionally, when you conjure this item, roll your Bardic Inspiration die.  All allies within 30ft. who can see you gain a number of temporary hit points equal to the die roll.

Plot Armor

At 6th level, you have the uncanny ability to avoid attacks with well-timed pratfalls and slipperiness.  You gain a bonus to your AC equal to your Charisma modifier as long as you aren't incapacitated.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Highest Form of Comedy

At 14th level, you have learned to draw the ire of your enemies (and possibly your allies) with a well-timed (yet terrible) pun.  When you attack with an improvised weapon, you may expend a Bardic Inspiration as a bonus action to utter a pun so awful, it makes you a prime target for attacks.  Every enemy that can hear and understand you within 30 feet must make a Wisdom saving throw.  On a failed save, you have earned its ire with your terrible play-on-words.  Until the start of your next turn, those creatures have disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this ability doesn't restrict the target's movement for that turn.

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