Bard
Base Class: Bard

College of the fools Bards are expected to have many different tricks and schemes up their sleeves. Often following in the footsteps of gods of chaos they sacrifice consistent storytelling and song for more unconventional ways to control the battlefield. Whether this be through juggling, jokes, or theater.

Foolish Act

At 3rd level, you have learned the basic arts of performing. You gain expertise in performance, if you haven't already. Also at 3rd level, every time you use your song of rest you may increase the healing by another dice such as if you were healing for 1d6 it would now be 2d6 or 1d8 will increase to 2d8.

Jesters performance

At 3rd level, you can choose what form of performance your jester specializes in

Defining Act

At level 3, You learn your defining act which sets you apart from all of the other jesters out there. You may choose the features from the Juggler, the Jokester, or the Actor. This will help you determine how you perform in the realms whether it be from tricks, jokes, or different personas.

Juggler: You have learnt the basics on how to juggle impressively. When choosing this defining act, you gain proficiency in juggling and craft 3 juggling balls to use. As a bonus action you may launch as many or as few of your juggling balls either directed at one singular opponent or split up between as many creatures as you have juggling balls. Hitting a creature with a juggling ball does not require an attack roll. Each juggling ball does damage equal to your charisma modifier in force damage. Alternatively, you may instead choose to use your bonus action to launch as many or as few of your juggling balls either directed at one singular ally or split up between as many allies as you have juggling balls. If thrown at an ally each juggling ball will heal for equal to your charisma modifier. Each ball returns back to your hand after being thrown.

Jokester. You have learned that words cut deeper than any sword. When choosing this defining act, you gain the Vicious Mockery cantrip if you do not already know it. Additionally, whenever you cast Vicious Mockery, you may target a number of enemies equal to your charisma modifier. Additionally, you may choose an enemy within 60 feet and use a bonus action to taunt the creature. Taunted creatures do an additional 1d4 damage to you but gain disadvantage on wisdom saving throws until the end of their turn. You may taunt creatures each day equal to your proficiency bonus.

Actor.  You have learned the basics of embracing a role. When choosing this defining act, you gain proficiency in a disguise kit if you do not already. You also gain 3 predetermined disguises that you choose the appearance of whenever you choose this defining act that you may don at any point. Donning and doffing your disguises only require a bonus action. Whenever attempting to convince someone that you are someone else you gain advantage.

Voice of Reason

At 6th level, you have learned the art of being able to know exactly how to read the room and help people feel a bit more relaxed with your abilities. You gain the ability to cast Calm Emotions and Detect Thoughts freely and with no components equal to your proficiency bonus per long rest. You may also cast these spells normally using both spell slots and componants. 

Perfected Act

At 6th level, you have begun to master your defining act and have begun to expand upon it. You gain new abilities that align with your chosen defining act at 3rd level or you may choose to change your act and swap your defining act for any other defining act and instead take said features.

Juggler. You have begun to master trajectory and balance. You gain an additional juggling ball. When you throw your juggling balls you may choose to ricochet your juggling balls and hit either an enemy or an ally you may choose to cause the ball to ricochet to an additional target within 30 feet of the original target before returning back to your hand. The affected ricochet target takes either damage or healing as normal. 

Jokester. You have begun to master cracking jokes, usually at others expense. Whenever you cast Vicious Mockery, you may cast it without using components. The damage Vicious Mockery, does gets subtracted from the targets total HP and cannot be regained. 

Actor. You have begun to master the art of putting on a new identity. You may make disguises that are one size larger than you that are able to function exactly as normal, such as if you were a human, you could disguise yourself as a Troll. If somebody is attempting to see if you are not truly who you say you are and they rely only on either sound or sight and not both then they have disadvantage on attempting to tell if you are disguised.

 

Final Act

At 14th level, you have mastered your chosen act in all senses of the word. You gain new abilities that align with your chosen defining act at 3rd level or you may choose to change your act and swap your defining act for any other defining act and instead take said features.

Juggler. You have learned the ins and outs of juggling work. You gain an additional juggling ball. As an action you may throw a ball to an ally which will stay stuck with them but will grant them temporary HP equal to your bard level + proficiency bonus + charisma modifier. Once that ally has all of their temporary HP removed the ball will come back to you. Alternatively, you may use an action to force a ball to return back to you.

Jokester. You have learned how to weave the wittiest of jokes from nothing. Whenever you cast Vicious Mockery, you may gain a piece of valuable info that is deeply rooted within them that is given to you by the DM. As a bonus action you may choose to state this piece of information out loud causing the target to flee on a failed wisdom save against your spell save DC. Alternatively, you may destroy that piece of information from the targets mind as a bonus action and if they fail a wisdom save against your spell save DC the target forgets the info ever existed.

Actor. You have truly embraced taking on any role. You may now make normal functioning disguises as big as Huge sized creatures. Whenever you disguise yourself as a creature you take on their likeliness and gain expertise in all skills, they are proficient in and gain all languages they know until you doff their disguise. You may also don or doff a disguise onto an ally within 120 feet of you that you can see and they also gain any benefits gained from your defining act.

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