Bard
Base Class: Bard

Bards of this college know that laughter is, more often than not, the best medicine. They have spent time mastering the power of comedy and finding ways to use it to their advantage, often using it as a way to disarm their opponents.

College of Comedy Bards are very often the life of the party, finding friends wherever they go. They are frequently the ones lifting spirits, either with a few light quips or an entire standup routine. They like to take center stage and bring laughter to everyone around them. The few villainous bards of this type will use the incapacitating power of their comedy as a means of control, while the heroic bards use it for a means of defense (and joy).

Observational Humor

At 3rd level, you're quick to pick up on what is around you. You gain proficiency in the Perception skill. 

Knock 'Em Dead

At 3rd level, you are able to use your power of comedy to perform a routine or tell a series of jokes. Outside of combat, you spend 1 minute performing a stand-up routine. In combat, you use your action to tell a joke. At the end of this, the target must make a Charisma saving throw equal to your spell save DC. On a failed save, the target falls to the ground with laughter, and is incapacitated and prone until the end of their next turn or they are attacked.

You may use this as many times up to your Charisma modifier (minimum of 1). This resets after a long rest.

Totally Meant to Do That

At 6th Level, your comedic timing is impeccable. Whenever you roll a 1 on a check, attack roll, or saving throw, you have the potential to fail so stupendously that it causes a creature of your choice within 30 feet to break out in laughter, giving it disadvantage on any attacks or saving throws until the end of its next turn.

As a reaction to your failed roll (must be a 1), you can choose one creature within 30 feet of you that you can see. They must roll a Charisma saving throw equal to your spell save DC. On a failed roll, they laugh at your antics and gain disadvantage on attack rolls until the end of their next turn.

You may do this once per short rest.

Laughing to Death

At 14th level, your comedy skill has become even more powerful. Now whenever you use your Knock 'Em Dead trait, you have the potential to deal 4d8 psychic damage when the target fails their saving throw.

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