Bard
Base Class: Bard

Typically jokesters, jesters, or fools, bards who enroll in the College of Humor wish to joke and tease their peers and foes. Whether it be a friendly quip or a dastardly remark, their humorous style shines light in a time of sorrow or fans the angry flame of an already irritated foe.

Harsh Humor

When you join this college at 3rd level, you know how to speak the best jokes.

You learn the Vicious Mockery cantrip if you didn't already know it. When you cast this spell, the damage die uses the same die size as your Bardic Inspiration die.

Teasing Tricks

Also at 3rd level, you learn a few tricks to tease those around you. 

As a bonus action, you can expend a use of your Bardic Inspiration, roll the die, and choose a Teasing Trick. Each Teasing Trick details its range, effects, and duration.

Ticklish Feather. You conjure an especially fluffy feather in your hand, and you attempt to tickle one creature that you touch with it. That creature must succeed on a Wisdom saving throw against your Spell Save DC, or become Incapacitated for a number of rounds equal to the number you roll on your Bardic Inspiration die. At the start of each of its turns, as well as when it takes damage, the target can make another Wisdom saving throw, with advantage if the saving throw is made as a result of taking damage. On a success, this effect ends.

Distracting Hat. You can fashion a distracting fool's hat on your head and attempt to distract a creature. Choose a creature that you can see within 30 ft. of you - the target must succeed on a Wisdom saving throw against your spell save DC or be unable to look away from your hat. While looking at your hat, the target has disadvantage on attack rolls it makes against creatures other than you for a number of rounds equal to the number you rolled on your Bardic Inspiration die. At the start of each of its turns, as well as when it takes damage, the target can make another Wisdom saving throw, with advantage if the saving throw is made as a result of taking damage. On a success, this effect ends.

Disrupting Juggle. You create 3 small rubber balls in your hands and begin to juggle them. Choose a creature that you can see within 30 ft. of you - the target must succeed on a Wisdom saving throw against your spell save DC or become distracted by your peerless juggling skill. The target must subtract the number you rolled on your Bardic Inspiration die from the next saving throw it makes before the start of your next turn.

Humorous Mischief

At 6th level, you learn to magically cause trouble.

You can cast the Hideous Laughter and Enthrall spells once each without a spell slot. Once you cast either of these spells in this way, you cannot cast it again until you finish a long rest.

In addition, whenever you cast either spell, a target who fails its saving throw also suffers one funny, yet harmless effect of your choice for the duration. For example, the target's hair could morph into a strange shape, or they begin constantly making strange squeaking sounds whenever they walk.

Masterful Jokester

At 14th level, your mastery over your words is renowned for hitting home, even when you put no effort into it.

Whenever you use one of your Teasing Tricks, you can choose to use a d6 for the trick instead of expending a use of your Bardic Inspiration.

Comments

Posts Quoted:
Reply
Clear All Quotes