Bard
Base Class: Bard

Often ousted as outcasts, fools, and pariahs—bards who claim study under the College of Folly are quick to distinguish that their skills are built upon first-hand experience living on the knife's edge of society while most other bards have been studying within the safety and acceptance of proper institutions. They often use their antics to ensure targets underestimate them before using deadly acrobatic performances to guarantee they never make that mistake again.

Many College of Folly bards band together in wandering troupes that can often be found performing on the edges of towns and cities; although, lucky folly bards sometimes find wealthy patrons or even royal courts willing to be their patron and provide for their needs.

Natural Acrobat

When you join the College of Folly at 3rd level, you gain proficiency with the Acrobatics skill. In addition, any darts or daggers you throw have their ranged increased to 40ft and long range increased to 120ft.

Jester's Jaunt

At 3rd level, you learn to adapt your juggling act into an equally lethal and bewildering combat performance.

As a bonus action on your turn, you can expend a use of your Bardic Inspiration and roll the die to enter the Jester's Jaunt stance. You immediately produce and begin juggling a number of daggers which fuel your Jester's Jaunt abilities (even if you would not normally have that many daggers). The number you roll on the die is the number of daggers you juggle as part of the stance and you automatically leave the stance when the number of daggers you're juggling reaches zero. While within the Jester's Jaunt stance you gain some passive bonuses and abilities:

Fool Step. While you're in the Jester's Jaunt stance, you're movements make you more difficult to hit and restrain. You gain an increase to your AC and Dexterity saves equal to half the number of daggers you're currently juggling (minimum 1). 

Flurry of Steel. As a bonus action while in the Jester's Jaunt stance, you can choose to throw a number of daggers less than or equal to your proficiency bonus at any targets in range that you can see. You roll to hit for each dagger thrown and roll damage as normal for any hits. For each dagger thrown, subtract that amount from the total number of daggers you are currently juggling. 

Curtain Call. As a bonus action while in the Jester's Jaunt stance, you may choose to drop all your daggers in a clumsy, distracting display. Choose a target; the next saving throw the target makes takes a penalty equal to the number of daggers you are currently juggling. Immediately after using this ability, you leave the Jester's Jaunt stance.

Fan of Blades. Starting at 8th level you may throw a fan of daggers in a 15ft cone, expending all your juggled daggers and rolling damage based on the number thrown. Add any damage modifiers as if a single attack were made and subtract the number of daggers thrown as normal. Enemies within the area are allowed a reflex save to halve damage. Immediately after using this ability, you leave the Jester's Jaunt stance.

Dagger Virtuoso

Starting at 6th level, you've become a practiced performer with daggers and similar weaponry. Any daggers or other light weapons with the thrown property that you wield or throw as part of an attack can use your Charisma modifier, instead of Strength or Dexterity, for the attack rolls and damage rolls. In addition, while in the Jester's Jaunt stance they are considered magical for the purposes of overcoming damage resistance or immunity to nonmagical attacks and damage.

Endless Carnival

Starting at 14th level, anytime while you're in your Jester's Jaunt stance you may use an action to expend a spell lot of a level you can cast and add a number of daggers equal to the level of spell slot sacrificed to the number of daggers you're currently juggling as part of the stance.

Previous Versions

Name Date Modified Views Adds Version Actions
11/5/2023 7:26:58 PM
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