Base Class: Bard
The humble jester lives to create mirth and delight audiences. Whether its to lift the spirits of the public, to quell the tempers of royalty, or just to create a distraction, bards from the College of Fools take silliness very seriously. The feats of these merrymakers often leave onlookers wondering if they have bodies made of rubber.
Crowd Pleaser / Crown Pleaser
Knowing how to work a crowd is essential work for any performer and you work best when all eyes are on you. However, you are just as effective, if not more-so, at enrapturing the attention of an audience of one.
Starting when you join the College of Fools at 3rd level, You gain proficiencies in Performance and Acrobatics if you do not have them already. For each that you already possess, you may choose a different DEX or CHA skill to gain instead. You also gain proficiency with Disguise Kits and Playing Card Gaming Sets.
Crowd Pleaser: Enchantment spells you cast can target a number of additional targets equal to your proficiency bonus.
Crown Pleaser: When Enchantment spells you cast target only one being, they have disadvantage on saves against your spell's effects.
Foolish Tricks
Jesters are often defined by the tricks up their sleeves.
Also at 3rd level, You learn the Prestidigitation cantrip if you did not already know it. Whether you already knew it or not, it does not/will no longer count against your number of Bard Spells known. Additionally, you select a Foolish Trick ability from the list below. You select a second one at 6th level, and a third at 14th level.
- Balloon Tricks: You may spend one action creating and inflating a Magic Balloon. As you create the Balloon you choose whether it will behave as though filled with helium or regular air, but once the air inside is released it will be found to be normal air. You may store the effects of Cantrips in these Magic Balloons as you create them. The effect is released when the Balloon is popped. A maximum number of Magic Balloons created by you may simultaneously exists equal to 1 + your CHA modifier. You may use a bonus action on your turn to cause any number of balloons (including non-magical ones) within 120ft of you to pop simultaneously. You may take this trick a second time to improve the effects: You may spend 1 minute turning a Magic Balloon into an animal-shaped familiar. The familiar is considered a tiny construct. It's stats are as follows: STR 1 (-5), DEX 14 (+2), CON 3 (-4), INT 3 (-4), WIS 8 (-1), CHA 15 (+2). It has an amount of HP equal to 1+ your CHA modifier (minimum 1); an AC of 10 + your CHA modifier; a flying speed of 10ft (hover); immunity to lightning and psychic damage and the poisoned condition, resistance to bludgeoning and thunder damage, and weakness to piercing, slashing, fire, cold, and acid damage. The familiar cannot attack but you can broadcast your voice through it, hear what it hears, see what it sees, and it can hold a single Cantrip like your other Magic Balloons. It can also use it's action to distract targets, giving you advantage on an attack against an enemy within 5ft of it.
- Jokes: You may cast Tasha's Hideous Laughter as a bonus action, without material components. Targets affected by the spell subtract your CHA modifier from all WIS saves during the duration. Additionally, the damage dice for Vicious Mockery increases from a d4 to a d6. You may take this trick a second time to improve the effects: The damage dice for Vicious Mockery increases again to d8 and once per round, when you deal damage with that spell, you may automatically cast Tasha's Hideous Laughter on different targets as a free action.
- Juggling: You may simultaneously wield a number of melee weapons with the Light property equal to 1 + your DEX modifier (minimum 2) as long as there is is at least 5ft of un-obstructed space above you, you are not wielding any weapons without the Light property, and you are not prone or restrained. While you are wielding more than 2 weapons, your movement speed is halved. You gain advantage on ranged attacks with Thrown Weapons. Light weapons you wield gain the Thrown property (range 20/60). You may take this trick a second time to improve the effects: When you wield multiple melee weapons with this ability, a number of them equal to your STR modifier may lack the Light property as long as they also lack the Heavy, Two-Handed, Reach, and Special properties. The ranges for Thrown weapons you wield increases by 10ft.
- Slapstick: Once per round, when you deal melee damage to a target, you may deal 1d4 bludgeoning damage to another target within 5ft of yourself. You have advantage on saves to maintain concentration on Enchantment spells not targeting yourself if the save was caused by bludgeoning damage. A number of times per long rest equal to your proficiency bonus, you may use a reaction to reduce bludgeoning damage you receive by half and move up to half your movement speed in a chosen direction without provoking opportunity attacks. You may take this trick a second time to improve the effects: You become resistant to non-magical bludgeoning damage and cannot be reduced to 0 HP by bludgeoning damage.
Magical Stunts
The way you move while performing gives audiences the impression of a man made of rubber as you bend, roll, and do stunts. From sword-swallowing to fire-breathing, no tricks are too crazy when crowds are waiting to be awed.
At 6th level, you learn two Transmutation spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don’t count against the number of bard spells you know. You have advantage on CON saves to maintain concentration on Transmutation spells that only target yourself.
Balancing Act
When all eyes are on you, you can't afford to make mistakes. A truly keen mind remains focused, even during the most death defying performances.
Starting at 14th level, You may concentrate on two spells simultaneously, but only if both spells are 3rd level or lower, one of the spells is an Enchantment spell that does not target yourself, and the other spell is a Transmutation spell that only targets yourself. You roll separate CON saves to maintain concentrations on each spell. When you are only concentrating on one spell, you have advantage on CON saves to maintain your concentration.
Previous Versions
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