Bard
Base Class: Bard

College of Jesters Spell Table

Spell Level Spells
Cantrips Minor Illusion, Vicious Mockery
1st Level Chaos Bolt, Tasha's Hideous Laughter
3rd Level Mirror Image, Spiritual Weapon
5th Level Blink, Bestow Curse
7th Level Confusion, Phantasmal Killer
9th Level Animate Objects, Synaptic Static

Bonus Proficiencies

When you join the College of Jesters at 3rd level, you gain proficiency with the Deception and Sleight of Hand skills. Additionally, you gain proficiency with firearms, such as pistols and muskets, reflecting your jester's unpredictable flair. In addition, with every new session, you roll expertise with a new skill, and lose that expertise upon the start of a new session.

Gambler's Gun

At 3rd level, you gain a magical firearm that epitomizes your jester's luck. Each time you reload this firearm, roll a d10 to determine its effect for the next attack.

Gambler's Gun Effects

d10 Roll Effect
1 Bang! A flag flies out of the barrel!
2 Ew... the round fired explodes into a stinking cloud of fumes. (Stinking Cloud Spell)
3 The bullet finds it mark! and again... and again? The DM chooses 3 random targets within range for the round to hit - friendly players included!
4 The bullet hit's it mark - with a slap! A friendly ooze of a random color is spawned (No damage)
5 The bullet deals normal damage.
6 A g...g...gun! The target is frightened, and urinates themselves after being shot
7 Right in the chest! Wait... The target's gender is changed permanently
8 The bullet causes the target to be paralyzed until the end of your next turn.
9 BOOM! An explosion goes off after firing. Hope it wasn't too close! (Fireball Spell, 6th level)
10 The bullet... splits? Shot deals double damage, but also... you're chamber is still full!

Magical Hat of Surprises

Starting at 6th level, you possess a magical hat filled with unpredictable effects. As a bonus action, you can reach into your hat and pull out a random item or effect. Roll a d100 and consult the Magical Hat Table to determine what happens.

d100 Roll Effect
1 Roll on this table at the start of each of your turns for the next minute.
2 For the next minute, you can see any invisible creature within 60 feet of you, provided it isn’t behind total cover.
3 A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.
4 You cast fireball as a 3rd-level spell centered on yourself.
5 You cast magic missile as a 5th-level spell.
6 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
7 You cast confusion centered on yourself.
8 For the next minute, you regain 5 hit points at the start of each of your turns.
9 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
10 You cast grease centered on yourself.
11 Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
12 Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.
13 Your nearest enemy becomes strangely... aroused?
14 An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.
15 For the next minute, you are granted 3 actions per turn
16 You teleport up to 60 feet to an unoccupied space of your choice that you can see.
17 You are transported to the Astral Plane, where you have a cup of tea with a minor deity. Let's hope you can convince him of giving you something
18 Maximize the damage of the next damaging spell you cast within the next minute.
19 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. Don't worry, it only lasts 10 days!
20 The nearest enemy explodes into a pile of gold! Amount depends on the size of the creature - medium is 100gp, with every size up or down changing by 50gp
21 You regain 2d10 hit points.
22 You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.
23 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
24 You cast levitate on yourself.
25 A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
26 You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
27 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.
28 You are immune to being intoxicated by alcohol for the next 5d6 days.
29 You are intoxicated for the next 1d4 days.
30 Your hair falls out but grows back within 24 hours.
31 For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.
32 You regain your lowest-level expended spell slot.
33 For the next minute, you must shout when you speak.
34 For the next minute, you must whisper when you speak.
35 You cast fog cloud centered on yourself.
36 Up to three creatures chosen at random within 30 feet of you take 4d10 lightning damage.
37 You are frightened by the nearest creature until the end of your next turn.
38 Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
39 You gain resistance to all damage for the next minute.
40 A random creature within 60 feet of you becomes poisoned for 1d4 hours.
41 You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
42 You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration.
43 You cast polymorph on yourself. If you fail the saving throw, you turn into a death slaad, and act accordingly for the spell’s duration.
44 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
45 You vomit 3 magic missiles. Gross.
46 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
47 You cast mirror image.
48 You cast fly on a random creature within 60 feet of you.
49 You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell.
50 If a creature dies within 120 feet the next minute, you may have them immediately come back to life as if by the reincarnate spell.
51 The target of the spell becomes convinced they are a paladin named Bob on a holy quest for the duration of the spell.
52 Your size increases by one size category for the next minute.
53 Your size decreases by one size category for the next minute.
54 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
55 You are surrounded by faint, ethereal music for the next minute.
56 You are surrounded by HARDCORE ROCK music for the next minute.
57 You are surrounded by loud but calm smooth jazz for the next minute.
58 You regain all expended sorcery points.
59 A letter addressed to you appears in your hands.
60 The season changes by one in a 50-foot radius around you.
61 You gain the interest of a powerful entity.
62 Your hands are knives for 1 minute.
63 Someone loses a limb.
64 You become a golem version of yourself. If remove curse isn't cast on you in 3d4 days, it's permanent.
65 A permanent portal to the Feywild opens where you are.
66 You cast speak with plants on the target of your spell.
67 Your party (including you) all switch bodies for 1d4 minutes.
68 For the next minute, whenever you cast a spell that affects a single target, you cast it on everyone in a 20-foot radius.
69 Someone in a 20-foot radius secretly becomes a vampire for 1d4 weeks.
70 You summon fireworks!
71 You summon Tingle, god of parties, or his equivalent in your game.
72 You cast a random spell that you know, with a random target.
73 For 1d4 days, you love animals, then hate them for 1d4 days.
74 Every creature in a 30-foot radius must succeed on a Wisdom saving throw or become frightened of you for 1 minute.
75 You summon many frogs.
76 You become very tired.
77 You become magically aware of the location of a powerful magic item.
78 You cast animate objects on the objects around you.
79 You cast gaseous form centered on yourself.
80 You can only speak Deep Speech for 1d4 days.
81 Flowers sprout from all earth and soil in a 1d4 mile radius.
82 You summon 5 cubic meters of water in a point centered around you.
83 You are both immune to fire damage and also on fire for 1 minute.
84 A storm starts.
85 You cast enlarge/reduce randomly on a random target.
86 One of your stats becomes 1 for 1 minute.
87 One of your stats becomes 20 for 1 minute.
88 You cast zone of truth, centered on yourself.
89 Creatures in a 30-foot radius must succeed on a Charisma check or be charmed by you for 1d4 minutes.
90 You cast mass suggestion, with the suggestion being the last statement you made.
91 You cast reverse gravity, centered on yourself.
92 Your blood turns a little fiendish.
93 You summon a lot of donuts.
94 A large, strange egg appears on the ground in front of you.
95 You gain +4 INT for the next 3 days, but lose -2 INT for the next 6 days.
96 Everyone in a 50-foot radius' mildly annoying fears manifest for 1 minute.
97 You summon a banquet of food and everyone in a 100-foot radius, centered on you, sits down to eat together until the food is gone, regardless of whether they were hostile.
98 You are polymorphed into a rabit rabbit for 1 hour.
99 You pull a rabbit out - but it has a gun! It's just like you, fr fr
100 Everyone in a 100-foot radius rolls on the wild magic table.

Lucky Streak

Starting at 9th level, your connection to luck and randomness is unparalleled. Once per long rest, you can declare a Lucky Streak as a bonus action. For the next minute, whenever you make an attack roll, ability check, or saving throw, you roll an additional d20 - and add the results together! Additionally, any time you or an ally within 30 feet rolls a natural 1 on an attack roll, ability check, or saving throw, you can use your reaction to allow them to reroll.

Chaos General

Starting at 14th level, you can harness the unpredictable forces of chaos to alter the battlefield dramatically once per combat. Roll a d20 to determine the random effect, which lasts until the end of combat.

d20 Roll Effect Description
1 Gravity inverts, causing creatures to fall upwards and potentially out of the combat area.
2 The terrain shifts, creating difficult terrain or hazardous environmental effects in a random spot (e.g., lava pools, slippery ice).
3 A thick mist rolls in, obscuring vision! Oh, and flip a coin - on heads, its normal, on tails, it's acid.
4 Portals to random planes open, allowing creatures to enter from or be banished to other dimensions.
5 Time distorts, causing creatures to age rapidly or become younger, affecting their abilities.
6 Elemental chaos: random elemental effects (firestorms, lightning strikes, acid rain) occur throughout the battlefield. 1d4 effects every round of combat
7 The ground becomes unpredictable, with random sinkholes or sudden rock formations appearing.
8 Illusory duplicates of combatants appear, confusing allies and enemies alike. Oh, and they can attack.
9 A psychic wave sweeps the battlefield, causing random emotions or memories to surface among combatants.
10 Magical ley lines surge, disrupting spellcasting abilities. Hope that sword is ready
11 Time freezes briefly, allowing strategic movement or actions for 1d6 random combatants.
12 Reality warps, creating mirrored versions of the battlefield right above your head - and they count as your enemies! Say goodbye to cover
13 Calm Down! Everyone in combat is teleported around a table for some tea!
14 Objects animate, attacking or assisting combatants based on random factors.
15 The ground shakes and falters - you woke something up
16 The battlefield becomes a giant puzzle, with each piece having a different effect
17 Magical anomalies appear, granting random beneficial or harmful effects to combatants.
18 A portal appears - Right under you! A random combatant is teleported to a random place on the planet
19 The environment becomes isolated - you're now fighting on a platform, seemingly in space. Don't get knocked off!
20 Reality fractures, allowing the player to reroll twice on this table and combine the effects.
College Of Jesters Image

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