Base Class: Bard
College of Jesters: The Art of Chaos and Charm
Within the sprawling halls of bardic tradition, there exists a place where seriousness is banished, and laughter reigns supreme. This is the College of Jesters, a raucous and unpredictable gathering of performers who understand the delicate balance between absurdity and artistry. Here, the stage is not merely a platform—it is a battleground of wit, movement, and enchantment, where even the most solemn hearts are bent to mirth, and the gravest faces crack into smiles.
The College of Jesters celebrates not only comedy but the profound power that lies within it. Practitioners of this art know that laughter is a weapon sharper than any blade, and that even chaos has its rhythm. They are not simple fools; they are masters of their craft, weaving together the physicality of acrobatics, the wit of sharp banter, and the beguiling allure of fey magic. Beneath every pratfall and jest lies intention—whether to uplift, to distract, or to dismantle.
Jesters of this college are creatures of constant motion, their bodies as expressive as their voices. Each twirl, leap, and tumble is a story, each exaggerated expression a tool to command the audience's emotions. Their antics may seem erratic, but every move is calculated, every laugh coaxed with precision. In battle, their art becomes a weapon, turning their enemies’ focus inward, sowing confusion and hesitation, while allies are inspired to newfound bravery through their infectious energy.
The origins of the College of Jesters are shrouded in legend. Some say it was born in the fey courts, where jests were not merely entertainment but tools of survival in a realm where words carry the weight of enchantments. Others believe it emerged among mortal tricksters who sought to mock tyrants, their performances doubling as acts of rebellion. Whatever its true genesis, the college has always straddled the line between the mundane and the otherworldly, its jesters capable of turning laughter into magic and magic into laughter.
To walk the path of the jester is to embrace duality. You are both the fool and the sage, the chaos and the calm, the one who stumbles to lift others high. Your performances can bring catharsis or disarray, joy or disquiet, yet always leave an impression. Jesters know that the world itself is a stage, and their mission is to ensure no moment of it goes without drama, no heart untouched by their capricious art.
Those who train at the College of Jesters learn to see the threads that tie performance and magic, humor and power. Their lessons are not confined to classrooms but unfold on bustling streets, under moonlit skies, and in the roaring company of those seeking reprieve from life’s burdens. As their skills grow, so too does their ability to harness the subtle magic of the laugh and the gasp. Their humor becomes sharper, their charm more magnetic, their presence almost hypnotic.
When a Jester steps onto the stage—or the battlefield—they carry with them the spirit of merriment and mischief, a living reminder that in even the darkest hour, a well-timed jest can cast a light brighter than the sun.
Jester's Gambit
You learn to distract and unnerve your enemies with exaggerated movements and witty banter. As a bonus action, you can target a creature within 60 feet that can see or hear you. The target must make a Wisdom saving throw against your spell save DC. On a failed save, they have disadvantage on attack rolls against targets other than you until the start of your next turn.
If the creature succeeds, they are immune to this effect for 24 hours.
Additionally, you gain proficiency in Acrobatics and Performance, if you don’t already have it.
Enthralling Jest
Your jokes and antics carry an otherworldly charm. When you use your Bardic Inspiration, you can choose one creature within 30 feet that can see or hear you. That creature must succeed on a Wisdom saving throw against your spell save DC or become charmed by you for 1 minute or until it takes damage. While charmed, the creature is incapacitated with laughter and cannot take actions or reactions.
The creature can make another Wisdom saving throw at the end of each of its turns, ending the effect on a success.
Tumbling Fool
Your body is a tool of comedic brilliance and tactical advantage. You gain the following benefits:
- You can use the Dash or Disengage action as a bonus action.
- When you take the Disengage action, you can tumble through an enemy’s space without provoking opportunity attacks. Doing so imposes disadvantage on that enemy’s next attack roll until the start of your next turn.
- You can fall up to 30 feet without taking damage, provided you land on your feet.
Fey Finesse
You channel the fey-like agility and charm of a true performer. You gain the following benefits:
- You can move through the space of any creature, regardless of its size, without expending extra movement.
- When you use your Jester's Gambit, you can target up to two creatures instead of one.
You can cast mirror image without expending a spell slot. Once you do so, you can't do so again until you finish a long rest, unless you expend a spell slot to cast it again.
Fool's Fortune
Your luck seems to turn even the most dire situations into absurd triumphs. When you or a creature within 30 feet rolls a 1 on an attack roll, ability check, or saving throw, you can use your reaction to reroll the die. The new roll must be used.
Additionally, when you make a Charisma (Performance) check, you can treat a roll of 9 or lower as a 10.
Chaos Unleashed
You become a whirlwind of mischief and spectacle, disorienting foes and invigorating allies. As an action, you can expend a Bardic Inspiration die to create a 30-foot aura of captivating chaos that lasts for 1 minute or until you lose concentration (as if concentrating on a spell).
- Enemies in the aura: Hostile creatures within the aura must make a Wisdom saving throw at the start of their turns or become distracted, having disadvantage on attack rolls and saving throws until the start of their next turn.
- Allies in the aura: Friendly creatures within the aura gain advantage on Dexterity (Acrobatics) checks and can take the Dash action as a bonus action.
Once you use this feature, you can’t do so again until you finish a long rest, unless you expend two Bardic Inspiration dice to use it again.
Grand Finale
You unleash a breathtaking display of antics, magic, and mischief, overwhelming your foes and rallying your allies. As an action, you perform an awe-inspiring finale, choosing up to six creatures within 60 feet that can see or hear you. Each creature must make a Charisma saving throw against your spell save DC.
- Hostile Creatures: On a failed save, a creature is charmed or frightened (your choice) for 1 minute, or until it takes damage. On a success, it is immune to this effect for 24 hours.
- Friendly Creatures: Allies gain temporary hit points equal to 2d8 + your Charisma modifier and have advantage on their next attack roll, ability check, or saving throw made within the next minute.
Once you use this feature, you can’t do so again until you finish a long rest, unless you expend two uses of Bardic Inspiration to activate it again.







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