Base Class: Bard
The College of Juggling is for those that wish to both perform daring feats of dexterity and decimate their foes by slinging weapons far longer than they should with momentum from just a flick of the wrist.
Clowns, Magicians and many physical performers take the College of Juggling for their slight of hand abilities, along with the thrill of danger involved with their movements. Using these powers and talents, they wreak havoc around them, whilst befuddling their foes and damaging their enemies. Not all juggling maims, some is used to entertain and dazzle crowds, but just because they are not always intend to destroy, does not mean they are incapable of it.
Juggle
Juggling is what the college of Juggling is primarily about. As a bonus action, you can start to juggle weapons equal to your juggling limit, (proficiency modifier + Dexterity) halved, rounded up. You need both hands free to juggle, while juggling you cannot perform any actions that require your hands. You can only juggle light weapons, or small objects. When you do, you create your Juggling group, which is a list of all your objects you are juggling.
You cannot have more objects in your juggling group than your juggling limit.
Whilst juggling, you can use a bonus action to add a number of nearby items to your Juggling group with a dexterity check of DC14, up to your dexterity bonus.
Juggling allows you to throw objects at triple the distance they would normally be thrown at if a light weapon or small object. You also increase the damage by 1d4.
To stop juggling, it takes an action to catch or drop weapons around you. If they drop, they land harmlessly to the ground.
Distracting hands
Using your juggling skills, an opponent sees your magnificence out of the corner of their eye. To be distracted, or not be distracted? That is all in the mind of the opponent.
At the start of an foes turn, You can use reaction, while juggling, you can force a foe to make an intelligence saving throw, against your spell save. If they fail, they are mesmerised by your juggling talent and have disadvantage on all actions until the end of their next turn. You can use this once per short rest.
Throwing Tricks
You have learned to juggle in many different ways, to take advantage of your enemy and exploit your throwing.
You have learned how to throw more frequently than others, using the momentum of your hands to throw faster than before, whilst also gaining the ability to add to your hand too. Gain extra attack whilst juggling.
Gain expertise in slight of hand, or proficiency if not already known and 2 of the listed throwing tricks. You can use an amount of tricks up to your proficiency bonus per long rest.
Throwing Tricks;
Ricochet - You can ignore half Cover on a thrown shot by ricocheting your weapon off another surface. Uses a bonus action to use.
Double toss - Throw two weapons at once. Roll damage separately for these weapons. Uses a bonus action to use.
Foreign Object - While Juggling, as a reaction you can attempt to catch a ranged weapon attack and add it to your juggling group. Dex save to catch, above their attack roll.
Pinning Object - Throw a piercing weapon to pin a target to the ground, reducing their speed by half. Uses a bonus action to use.
Laughing throw - As a bonus action, throw a weapon with reckless abandon, scoring a guaranteed critical on a hit. Make a DC 15 Dex saving throw. If you fail, you drop your juggling group, taking half the total damage of all the weapons in the juggling group.
Menacing Launch - As a bonus action, Throw all your weapons (minimum 3) into the air at once and catch them. Target creature must take a wisdom saving throw or take 1d6 psychic damage.
Area throw - Throw four weapons. All targets in a 10 feet area within 30 feet must take a dex saving throw equal to your spell saving throw or take damage. Halve the damage from weapons used in this. Uses a main action.
Boomerang - As a bonus action, you can return a light weapon that was thrown this turn to your juggling group.
Critical Lob - A 19 and 20 count as a critical hit, when thrown from your juggling group.
Follow my hands - As a bonus action, perform a sleight of hand check against opponents within 5 feet. If succeeding, you can disengage for free, losing a weapon from your juggling group.
My Assistant, please!
Whilst juggling, you can attempt to charm a target of a smaller size than you, with a charisma (Performance) check. If they are charmed, you may add them to your juggling group, temporarily removing them from the battlefield (They still count as an enemy).
You may throw the creature, it counts as a 1d8 bludgeoning if small, 1d10 bludgeoning if medium, 1d12 bludgeoning if Large. You are proficient throwing enemies while juggling. When an enemy is thrown and deals damage, they also take the same amount of damage they deal to another enemy. You have disadvantage on charming them on repeated attempts.







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