Base Class: Bard
Bards of the College of Fools walk a fine line between madness and brilliance. Whether they don the motley garb of a court jester or embrace the path of the eternal wanderer, their unpredictable antics hide a cunning sort of wisdom. They wield humor, deception, and recklessness as tools to confound enemies, uplift allies, and turn fate itself into their plaything.
Level 3: Harlequins tricks
Starting at 3rd level, your antics distract and disarm. When you use Bardic Inspiration you can use one of the following features:
Goading Joke – When you use Bardic Inspiration on an ally, you can also taunt a creature within 30 feet that can see or hear you. That creature must make a Wisdom saving throw against your spell save DC. On a failure, they are drawn to your antics and have disadvantage on attacks against anyone but you until the end of their next turn. If they attack and miss, they must make a Dexterity saving throw or fall prone from their frustration.
Slapstick Dodge – When you or an ally within 30 feet take damage, you can use your reaction to roll your Bardic Inspiration die and reduce the damage taken by an amount equal to the roll + half your Bard level (rounded down) + your Charisma modifier. You can then immediately move up to 10 feet without provoking attacks of opportunity.
If this reduces the damage to 0, you can choose one of the following effects:
Slapstick Pratfall: The attacker must make a Dexterity saving throw (DC = your Bard spell save DC). On a failure, they fall prone.
Mocking Jest: You immediately cast Vicious Mockery against the attacker, as part of the same reaction.
Level 3: Foolish luck
Also at 3rd level, fortune follows you, for better or worse. When you roll a d20 for an ability check, attack roll, or saving throw, you can roll a d6 and:
On a 4-6: Add the result to your roll.
On a 1-3: Subtract the result instead.
You can use this ability a number of times equal to your proficiency bonus per long
rest
Level 6: Fools gambit
At 6th level, your unpredictable movements and sheer audacity make you frustratingly difficult to pin down. When a creature misses you with an attack, you can use your reaction to do one of the following:
Slip and Stumble: The attacker must make a Dexterity saving throw (DC = your Bard spell save DC). On a failure, they fall prone.
And you get to move up to 20 ft without provoking attacks of opportunity
Fool’s Redirection: You can choose another creature within 5 feet of you (other than the attacker). The attack is redirected to that creature, using the original attack roll.
Level 14: Jesters leap
You are a wild card, embodying the spirit of fate and folly. As a reaction when you are targeted by an attack, spell, or effect that forces a saving throw, you can roll a d6:
- **1-2**: You teleport up to 30 feet in a random direction (determined by rolling a d8 for cardinal directions).
- **3-4** :The effect happens normally, but you gain advantage on your next d20 roll.
- **5-6**: The effect completely misses or fails, as if you weren’t even there.
You can use this ability a number of times equal to your proficiency bonus per long rest.
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