Base Class: Bard
A laugh and a jig distract the ogre as the rogue slips behind it to kill it in one hit, a magical tool suddenly appears in your hand from an innocuous bag, the uncontrollable laughter roused by a well-timed joke leaves a wealthy merchant gasping for breath, open to being pick-pocketed.
Bards of the College of Fools are tricksters that embrace the absurdity of life, true entertainers at heart, enjoying a good prank or laugh, even at their own or another’s expense. However, only a true fool underestimates these bards, many a would-be assassin has found themselves knocked prone by a noble’s jester, not realizing what they are capable of.
These bards come from all walks of life and whenever two of these are in one place, you can bet something mad is about to happen. Regardless of rules or stigma, a laugh is a laugh is a laugh to these weavers of jokes and jaunts. Rarely do they speak forthcoming, always speaking in word play and riddles for the sake of humor.
Bonus Proficiencies
When you join the College of Fools at 3 level, you gain proficiencies in Acrobatics, Athletics, Performance, or Sleight of Hand. Choose two.
Bag of Tricks
At 3 level you can use any trinket as a spellcasting focus, and you can acquire one common, minor magic item once a day. At 7 level, the item available upgrades to uncommon, and at 14 it upgrades to rare. You pull these items out of a bag or pocket of some kind and treats this action as a ritual spell and uses a spell slot based on the rarity. Common takes a 2 level spell slots, Uncommon takes a 4 level spell slot, and Rare takes a 6 level spell slot.
Joyous Jaunt
At 6 level, you can create a whimsical air that breeds laughter and comedy through a hilarious dance that effects your choice of creatures within 30ft. Each target must make a Charisma saving throw, on a failure they burst up laughing uncontrollably for 1 minute or until you end the effect. They can repeat the saving throw on their next turn. Those laughing are stunned and take 4d6 psychic damage. You can use this ability again after a short or long rest.
Tune of Turmoil
At 14 level, you make a jumbled and chaotic song with your voice or an instrument that calls upon the chaotic nature you harness you roll 1d100 on the following table. You can use this ability again after a long rest.
01-04: You cast Confusion on yourself and everyone within 60ft.
05-08: A shockwave erupts from you, everyone in 30ft roll a saving throw on a failure they are knocked prone, you are also affected the shockwave.
9-12: Cast Prestidigitation with a randomized effect.
13-16: Create 3 illusions of yourself within a 60ft radius.
17-20: Cast Color Spray in two directions, your left and right.
21-24: Cast Disintegration on the nearest creature
25-28: Create a Wall of Fire, Wall of Water, Wall of Stone, and a Wall of Force in a square around you.
29-32: Polymorph yourself into any random animal with a Challenge Rating of 1 or lower.
33-36: Cause Blindness/Deafness within 30ft of yourself.
37-40: Gain 30ft blindsight for 1 minute.
41-44: Cast Levitate on two creatures of your choice within 30ft.
45-48: Create a Dead Magic Zone of 60ft for 10 minutes.
49-52: Deal 5d6 acid damage to one target you can see.
53-56: Summon a Leomund’s Tiny Hut 30ft in the air above you.
57-60: Create a Zone of Truth 30ft in radius.
61-64: Summon fives swords of light that do 3d6 radiant damage each, these swords float around you and respond to your commands within 60ft. Each sword has the Armor Class and Hit Points of a flying sword.
65-68: Become immune to any one effect or damage type of your choice for 2d10 days. You can give this to anyone.
69-72: Gain two extra actions that you can give to yourself or anyone you can see.
73-76: You or an ally gain 60ft flying speed.
77-80: For the next 10 minutes, your attacks all deal an extra 2d6 of any damage type of your choice.
81-84: You or an ally gain an extra 1d4 of Armor Class for 1 minute.
85-88: Allow yourself or a party member to regain 5d10 Hit Points, any healed Hit Points over your Hit Point maximum become temporary Hit Points until you finish a rest.
89-92: Cast one spell of any list equal to an available spell slot.
93-96: You gain the effects of one Feat for 10 minutes.
97-100: You can grant yourself or another a single blessing or charm for the next 24 hours. Discuss with your DM what this might be.
Previous Versions
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Posted Aug 30, 2021I am still learning about the D&D Beyond format, and since I know the latter part of the class is a bit complicated, any assistance with making it easier to use would be greatly appreciated.