Bard
Base Class: Bard

Clowning is a study that embraces the art of comedy and absurd performances to confound ones enemies. Bards of this college understand that laughter is both a weapon and a shield, utilizing goofy antics to uplift their friends and distract their foes, turning the tide of battle through impossible tricks. Whether as a court jester, a solo circus act, a chaotic prankster, or a whimsical master of slapstick, a bard of this college is a whirlwind of mirth and mayhem.

Pratfall

Beginning at 3rd level when you choose this subclass, when you receive damage equal to or less than your proficiency modifier + your Charisma modifier * 2, you can choose to take half damage and fall Prone. Then, creatures of your choosing within 60 feet, who can both see and hear you, receive a bonus to their next ability check, attack roll, or saving throw made within the next minute, equal to a roll of your Bardic Inspiration die.

You can use this feature a number of times per long rest equal to your proficiency modifier.

Bonus Proficiencies

Become proficient in the Dexterity (Acrobatics) and Dexterity (Sleight of Hand) skills. You add your proficiency bonus to rolls made utilizing these skills.

Clown Around

At 6th level, you can occupy the same space as a Hostile creature or move normally through a Hostile creature's space if you succeed on a Dexterity (Acrobatics) check contested by the creature's Dexterity (Acrobatics) check. You have advantage on this check if the creature is a size larger than you.

While you are occupying the same space as a creature, they cannot target you with unarmed strikes, weapon attacks, or spell attacks. If they cast a spell that deals damage in an area of effect on themselves, you automatically fail the accompanying saving throw, however. If the creature moves, you may make another contested Dexterity (Acrobatics) check to move with them, moving up to your own speed as a Reaction.

Master Mime

As an action, create up to six, invisible panels that are 5-foot-by-5-foot and 1 inch thick. These panels function effectively as the wall of force spell. Each panel must be created within 5 feet of you, but do not need to be contiguous. At the start of your next turn, these panels cease to exist.

Make a Charisma (Performance) check. A creature observing you create these panels must contest this check with either a Wisdom (Insight) or Intelligence (Investigation) check. On a success, they are unaffected by the panels. A creature with true sight, or one that can otherwise see invisible objects, automatically succeeds these checks. A creature can choose to willingly fail by attempting a Wisdom saving throw, the DC equal to their own Wisdom score.

Comments

Posts Quoted:
Reply
Clear All Quotes