Bard
Base Class: Bard

The college of mockery is the college of bards that like to entertain others with clever roasts and funny jokes. They love attention and have a good eye for psychically hurting others while benefitting the spectators.

Ridiculizing genius

When you join the College of Jesters at 3rd level, you gain the vicious mockery cantrip if you don't already know it. This version of vicious mockery also substracts the damage rolled on its d4 from the next wisdom saving throw the target makes before the end of your next turn. Also, you learn the hideous laughter spell, if you didn't know it before, and you can cast it without expending a spell slot once per day.

Devastating roast

When you join the College of Stand up at 3rd level, your tongue’s sharpness improves, making your mockery hurtful.
When a creature fails a save against your vicious mockery, you can expend one use of your Bardic Inspiration to deal an extra [roll]2d6[/roll] psychic damage to that target.
The psychic damage increases when you reach certain levels in this class, increasing to [roll]3d6[/roll] at 5th level, [roll]5d6[/roll] at 10th level, and [roll]8d6[/roll] at 15th level.

Mocking taunt

At 6th level, you can taunt and mock your enemies to draw their attention. As a bonus action on your turn, you can choose one creature you can see within 60 feet of you. That creature must make a Wisdom saving throw against your bard spell save DC. On a failed save, the target has disadvantage on attack rolls against creatures other than you until the end of your next turn.

Peerless Skill

When a target fails its Wisdom saving throw against your Vicious Mockery, The affected creature is overwhelmed by the emotional impact of your mocking words, shedding bitter tears. It takes additional psychic damage equal to your Bardic Inspiration die at the start of each of its turns while under this effect.

Additionally, the target becomes emotionally distraught, causing it to cry uncontrollably. This has the following effects:

• The affected creature's vision is blurred, giving it disadvantage on all attack rolls and Wisdom (Perception) checks.
• The creature's speech is impaired, making it unable to cast spells with verbal components or communicate effectively with its allies.
• If the target tries to move stealthily, it does so with disadvantage, as the sound of its crying is difficult to mask.

The creature can attempt a Wisdom saving throw at the end of each of its turns to end the effect and regain its composure.

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