Base Class: Bard
Bards who attend the College of Fools have mastered the art of comedy and jest. They are primarily concerned with sparking joy, laughter, and creating good time for all. Their techniques focus on comedic performances, which they use to inspire their allies and confuse their enemies. Bards of this college are regarded as buffoonish, eccentric, brash, and absolutely hilarious. Rather than applause, fool bards prefer the sound of laughter and will use any means to achieve it, even if this means being mocked or looked down upon. This college includes clowns, jesters, comedians, mimes, and anyone who loves to inspire joy in others. There can never be an unhappy face in the crowd when a Fool bard is around.
Costumed Defense
When you take this college at 3rd level, you gain proficiency with the Disguise kit, which you can use to create a costume for yourself. The costume can include make up, silly hats, gaudy colors, and any bells and whistles your DM allows. Throughout your adventure you may find additional baubles to apply to your costume. You can create up to your proficiency bonus worth of different costumes, provided that you have the materials to make more. Your costume gives you advantage on performance checks while you wear it. Additionally, while wearing your costume, without any armor or shield, your armor class is 10 + your charisma modifier (rather than dexterity). While wearing this costume, you draw attention quite easily, and have disadvantage on stealth checks while your costume is visible/audible.
The Best Medicine
At 3rd level you add Hideous Laughter to your spell list if you do not know it already.
You can use your aptitude for comedy to rejuvenate your allies. When gifting your bardic inspiration die, you can attempt to cheer up your allies with a spot of humor. Contest a charisma check against the target's wisdom or intelligence (whichever base stat is higher.) If you win, your joke is a hit and your target is amused. The target can add your charisma modifier to their bardic inspiration roll. Additionally, if you succeed on this check, the target can instead choose to use the roll as temporary HP.
Slapstick
There is an art to clumsiness. At 6th level, you can create a performance that while harmful to you, can bolster your allies and confuse your enemies. Make a performance check contested against your allies and enemies wisdom. Roll the same die you use for bardic inspiration. You take that much damage and knock yourself prone. Any allies that can see and hear your performance, and are within 60 feet, make a wisdom saving throw contested against your performance check. Upon a failure, they are bemused by your shenanigans and have advantage on their next attack roll, saving throw, or ability check. Enemies within 60 feet who can see and hear your performance also make the save. Upon a failure, they are distracted by your performance and have disadvantage on their next attack roll, saving throw, or ability check. You can use this ability once per long rest.
At 14th level, you can do this ability twice per long rest.
Fool's Gambit
In comedy, timing is everything. At 6th level, when an ally within 20 feet of you is being targeted with a melee attack, you can use your reaction to distract the attacker. Make a performance check contested against the target's wisdom or intelligence check (whichever base stat is higher.) The target must be able to see or hear your mockery, but not necessarily both. Upon a success, the attack fails. Until the start of your next turn, the effected enemy can only target you with melee attacks, for which they will have advantage. The target can chose to not attack at all and use a different action.
You can use this ability up to your charisma modifier worth of times per short or long rest. (minimum of one)
Outrageous Personality
At 14th level you have mastered the art of buffoonery. You are no longer a humble clown, but the entire circus.
Your audacious persona renders you immune to effects of insanity and are resistant to psychic damage. Additionally, you are immune to the effects of spells that inspire or rely on madness such as Confusion, or Crown of Madness. You succeed any save to prevent insanity.
Your outrageous presence creates shock and awe. While wearing your costume, your innate eccentricity and outlandish behavior can take your enemies by surprise. When rolling for initiative, each target within 60 feet that can see you makes a wisdom or intelligence saving throw (whichever is more advantageous). The DC will be your performance modifier. Upon a failed save the target will be surprised, on a success nothing happens. This ability does not work on enemies you have previously engaged with.
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Posted Jun 14, 2022If you are adding this subclass to your game, consider adding the following sets to your game. Sets can be taken in the place of any musical instrument proficiency.
Juggling set: This circus set contains 9 brightly colored juggling balls, 9 juggling rings, 5 colored juggling clubs, and a set of devil sticks. Proficiency with this set allows you to juggle other similar objects at the discretion of your DM. The difficulty of each juggling feat is different for the amount of and shape of the objects being juggled. For round objects (such as your juggling balls) to juggle 3 balls the DC is 10. Each additional ball is +3 to the DC. For irregular objects (such as your clubs or rings) to juggle 3 objects the DC is 15. Each additional object is +3 to the DC. Proficiency with this set lets you add your proficiency bonus to any ability checks.
Dancer's set: A pack containing two pairs of dancing shoes, a dancer's ribbon, chalk, and a pair of castanets. Proficiency with this set lets you add your proficiency bonus to ability checks concerning dancing.
Puppeteer's set: A pack containing various fabrics, buttons, colored threads, baubles, sewing needles, fishing line, wooden sticks, and a small pop-up theatre. Proficiency with this kit lets you add your proficiency bonus to ability checks. Proficiency with this kit also gives you the ability to do ventriloquism and to throw your voice. You can use this kit to make puppets of varying types, provided you have the materials.
Marionette: DC 25
Hand-arm puppet: DC 20
Rod or shadow puppet: DC 15
Sock puppet: DC 10
Finger puppet: DC 5
Sideshow set: Contains cotton balls, a double ended torch, 10 iron nails, a thick cable, a hammer, an iron lock and key, and a blunt practice dagger. Proficiency with this kit allows you to perform one of four routines: fire dancing, fire eating, the blockhead, or sword swallowing. Upon the discretion of the DM, you may add more acts as an extension of this kit. Each performance is quite dangerous, and requires a DC of 15 to avoid injury. The difficulty of swallowing swords varies, and the more spectacular your performance, the greater the danger will be. Failing this check will sustain an injury at the DM's discretion. Proficiency with this kit lets you add your proficiency bonus to any ability checks.
Dagger: DC 10
Shortsword: DC 15
Longsword: DC 20
Scimitar: DC 25
Greatsword: DC 30
Comedian's set: Pouch containing a book of jokes, a notebook, pen and ink, a megaphone, and a ringing bell. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make regarding standup or telling jokes.
Magician's set: This set contains a set of playing cards, a set of coins, a small box with a secret compartment, a pair of magnets, a set of small cups, a set of small balls, top hat with fake compartment, a set of rings, a strand of never ending scarves. Proficiency with this kit lets you add your proficiency bonus to any ability checks.