Base Class: Bard
Bards of the College of Jest are master entertainers, provocateurs, and tricksters, embodying the chaos and whimsy of the court jester. They use humor, misdirection, and wild magic to manipulate emotions and events. However, their antics come with unpredictable consequences, as the forces of chaos ripple through their performances.
Level 3: Fool's Fervor
At 3rd level, you thrive in chaos. You always have the Tasha's Hideous Laughter and Mirror Image spells prepared.
You gain proficiency in the Acrobatics skill, and you may spend 1 Bardic Inspiration to impose disadvantage or grant advantage on an attack roll made by a creature within 10 feet of you that you can see. Once you do so, you must cast a Bard spell with a spell slot or finish a Long Rest before you can use this feature again.
If you do cast a Bard spell with a spell slot before you finish a Long Rest, you automatically roll on the Wild Magic Surge table right after the casting of a spell.
Level 3: Harlequin's Gambit
At 3rd level, your performances carry a spark of unpredictable magic. Once per turn, you can roll a d20 immediately after you cast a Bard spell with a spell slot. On a 1, roll on the Wild Magic Surge table. On a 20, choose any result from the Wild Magic Surge table to apply.
Wild Magic Surge
1d100 - Effect
01–04 - Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
05–08 - A creature that is Friendly toward you appears in a random unoccupied space within 60 feet of you. The creature is under the DM’s control and disappears 1 minute later. Roll 1d4 to determine the creature: on a 1, a Modron Duodrone appears; on a 2, a Flumph appears; on a 3, a Modron Monodrone appears; on a 4, a Unicorn appears. See the Monster Manual for the creature’s stat block.
09–12 - For the next minute, you regain 5 Hit Points at the start of each of your turns.
13–16 - Creatures have Disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
17–20 - You are subjected to an effect that lasts for 1 minute unless its description says otherwise. Roll 1d8 to determine the effect: on a 1, you’re surrounded by faint, ethereal music only you and creatures within 5 feet of you can hear; on a 2, your size increases by one size category; on a 3, you grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode from your face and vanish; on a 4, you must shout when you speak; on a 5, illusory butterflies flutter in the air within 10 feet of you; on a 6, an eye appears on your forehead, granting you Advantage on Wisdom (Perception) checks; on an 7, pink bubbles float out of your mouth whenever you speak; on an 8, your skin turns a vibrant shade of blue for 24 hours or until the effect is ended by a Remove Curse spell.
21–24 - For the next minute, all your spells with a casting time of an action have a casting time of a Bonus Action.
25–28 - You are transported to the Astral Plane until the end of your next turn. You then return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
29–32 - The next time you cast a spell that deals damage within the next minute, don’t roll the spell’s damage dice for the damage. Instead use the highest number possible for each damage die.
33–36 - You have Resistance to all damage for the next minute.
37–40 - You turn into a potted plant until the start of your next turn. While you’re a plant, you have the Incapacitated condition and have Vulnerability to all damage. If you drop to 0 Hit Points, your pot breaks, and your form reverts.
41–44 - For the next minute, you can teleport up to 20 feet as a Bonus Action on each of your turns.
45–48 - You and up to three creatures you choose within 30 feet of you have the Invisible condition for 1 minute. This invisibility ends on a creature immediately after it makes an attack roll, deals damage, or casts a spell.
49–52 - A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
53–56 - You can take one extra action on this turn.
57–60 - You cast a random spell. If the spell normally requires Concentration, it doesn’t require Concentration in this case; the spell lasts for its full duration. Roll 1d10 to determine the spell: on a 1, Confusion; on a 2, Fireball; on a 3, Fog Cloud; on a 4, Fly (cast on a random creature within 60 feet of you), on a 5, Grease; on a 6, Levitate (cast on yourself); on a 7, Magic Missile (cast as a level 5 spell); on an 8, Mirror Image; on a 9, Polymorph (cast on yourself), and if you fail the saving throw, you turn into a Goat; on a 10, See Invisibility.
61–64 - For the next minute, any flammable, nonmagical object you touch that isn’t being worn or carried by another creature bursts into flame, takes 1d4 Fire damage, and is burning.
65–68 - If you die within the next hour, you immediately revive as if by the Reincarnate spell.
69–72 - You have the Frightened condition until the end of your next turn. The DM determines the source of your fear.
73–76 - You teleport up to 60 feet to an unoccupied space you can see.
77–80 - A random creature within 60 feet of you has the Poisoned condition for 1d4 hours.
81–84 - You radiate Bright Light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you has the Blinded condition until the end of its next turn.
85–88 - Up to three creatures of your choice that you can see within 30 feet of you take 1d10 Necrotic damage. You regain Hit Points equal to the sum of the Necrotic damage dealt.
89–92 - Up to three creatures of your choice that you can see within 30 feet of you take 4d10 Lightning damage.
93–96 - You and all creatures within 30 feet of you have Vulnerability to Piercing damage for the next minute.
97–00 - Roll 1d6: On a 1, you regain 2d10 Hit Points; on a 2, one ally of your choice within 300 feet of you regains 2d10 Hit Points; on a 3, you regain your lowest-level expended spell slot; on a 4, one ally of your choice within 300 feet of you regains their lowest-level expended spell slot; on a 5, you regain all your expended Bardic Inspiration; on a 6, all the effects of row 17–20 affect you simultaneously.
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Additionally, you may use your bonus action to do Bardic Shenanigans and force a creature within 60 feet of you that you can see to make a Wisdom saving throw against your Bard spell DC. On failure, the creature is charmed by you until the end of your next turn. You may use this feature a number of times equal to your proficiency bonus per long rest.
Level 6: Trickster’s Chaos
At 6th level, Once per turn, whenever you roll on the Wild Magic table, you gain one of the following additional benefits (your choice):
Reroll the result if it could harm either you or friendly creatures of your choice.
Channel the chaos into your performance: deal force damage equal to two of your bardic die to an enemy you can see within 15ft of you, or grant an ally you can see within 15ft of you temporary hit points equal to the result.
In addition, once per long rest, when you fail an ability check, saving throw, or attack roll, you can roll on the Wild Magic Surge table as a desperate attempt to turn the tide.
Level 14: Master of Pandemonium
At 14th level, Your mastery of chaos makes you the life (or hazard) of any gathering:
Aura of Laughter: As an action, you can unleash an infectious aura of wild energy. For 1 minute, whenever a creature other than you that starts their turn within 30-foot of you, it must make a Charisma saving throw against your Bard Save DC. On a failed save, it rolls on the following table to determine the effect:
1. Burst of Laughter: It is incapacitated until the end of its turn.
2. Prankster's Leap: It is teleported to an unoccupied space 10 feet away in a random direction.
3. Magical Misfire: Until the the end of its turn, after each time it casts a spell, including cantrips, it must roll on the Wild Magic table.
4. Hearty Boost: It gains 20 temporary hit points.
5. Elemental Aura: It is surrounded with flames, lightning, or frost; which it can harness to deal 1d8 of its choice of either fire, lightning, or cold damage to other creatures within 5 feet of it.
6. Quick Feet: It can take the Dash or Disengage action, no action required.
You can suppress this aura for one round as a bonus action.
Once you use this feature, you can't use it again until you finish a long rest.
Additionally, your Fool's Fervor ability extends to 30ft.
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