Bard
Base Class: Bard

Only the maddest of the bards dare to train in the art of the Cirque. They risk life and limb all for the sake of entertainment.

Adrenaline Junkie

You live for the taste of fear. The very thought of danger causes your endorphins to rush.

When you join this college at 3rd level, you no longer suffer the normal effects of the Frightened condition. Instead, while you are Frightened, add half of your proficiency bonus (rounded up) +1 to all weapon attack and damage rolls. However, you completely throw caution to the wind, you cannot willingly move away from the source of your fear, you also cannot use the dodge or disengage actions while Frightened.

Additionally, when you are taken below half of your maximum hit points, you can choose to become Frightened of the source of the damage for 1 minute. If this was triggered by an attack, the attacker makes a wisdom saving throw against your spell save DC, becoming Frightened of your madness until the end of their next turn on a failed save. You can do this once per short rest.

Parlor Tricks

At 3rd level, you learn to perform a number of spectacular stunts.

Fire Breathing: While you have a lit torch in hand, you can use your action to spray fire in a 15 foot cone originating from you. All creatures in the cone must make a dexterity saving throw against your spell save DC. On a failed save, a creature takes 1d6 fire damage for each point of your proficiency bonus, and half as much on a successful save. When you do this, you take 1d4 of fire damage for every 2 points of your proficiency bonus.

Blade Juggling: While your hands are empty you can use your action to begin juggling weapons with the thrown property (besides nets). The number of weapons you can juggle is equal to your proficiency bonus + 1. While you are already juggling, you can use your action to make a thrown weapon attack with all weapons you are juggling. If you are juggling and are knocked prone, restrained, or incapacitated, you drop all juggled weapons and take 1d4 slashing damage for each one.

Sword Swallowing: You can spend an action to swallow a long sword, short sword, dagger, rapier, or scimitar, concealing it completely inside of your body until you use an action to retrieve it. You can also swallow objects of similar size and shape to these weapons. You can have only one object swallowed at a time. This does not hinder your ability to move or speak.

The Show Must Go On!

You cannot allow your broken body to hinder the excitement! It's just getting Good!

Starting at 6th level, once per long rest, you can choose to stay conscious while at 0 hit points. On each of your turns, while you have 0 hit points, you roll death saves as normal. If you reach 3 successes, you fall unconscious and are stable. While conscious at 0 hit points, enemy attacks do not grant failed death saves. All damage you take while conscious at 0 hit points are instead subtracted from your maximum hit points, resetting on your next long rest. 

Additionally, gain one Extra Attack per attack action while Frightened or conscious with 0 hit points. This does not stack with other sources of Extra Attack

The Roar of the Crowd

What good are your death defying feats if nobody is around to witness them?

Starting at 14th level:

When an ally you can see uses a bardic inspiration die originating from you, you can choose an enemy within 30 feet of you to become Frightened of for a number of turns equal to half (rounded up) of the number rolled on the bardic inspiration die.

Additionally, your allies can spend your bardic inspiration dice to automatically succeed a saving throw against being Frightened. Though they still roll the die, if only to determine the number of rounds you become Frightened

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