Base Class: Bard
Members of the College of Fools often draw quizzical looks from other schools of study, as most would argue that there are other ways of enthralling the audience without degrading one's self. Called fools, jesters or even idiots, members of this college purposely take on more clumsy and often comedic characteristics to entertain the masses. However these performers are just as adept at making others look like idiots as they are themselves. Many poor individuals have often found themselves playing the role of the fool when underestimating these bards.
The Clown
As a bonus action the bard can spend a bardic inspiration and take on the role of the jester fool and clumsily makes his attacks. Though attacks made this way more often than not do not find their mark, when they do they hit all the more harder.
The Bard makes all attack rolls this turn with disadvantage but also maximizes damage dice whenever he/she hits.
Comedic Failure
The Bard subtly takes advantage of an individual's mistake and guides it toward his own benefit much to comedic effect.
As a reaction once per short rest, if a creature within 60 feet that the bard can see rolls a 1 on an attack roll, treat it as if a 20 was rolled against a creature of the bard's choosing adjacent to the original target and within the creature's range. Hostile creatures may roll a wisdom saving throw of the Bard's spell check DC to avoid this effect.
Role Reversal
Mastering the role of Fool allows that Bard to assign the role to another, be it friend or foe.
At 6th level, whenever you activate The Clown, you gain the ability make another creature within 60 feet that you can see take on it's effects. Creatures affected make all attack rolls on their next turn with disadvantage but maximize damage dice if they hit. Creatures unwilling to take on the role may attempt a WIS saving throw of your spell check DC to avoid it's effects.
The Whole Circus
At 14th level, your(or other's) idiocy knows no bounds. When you activate The Clown, you may choose to empower its effects.
Affected creatures now roll 3 dice for disadvantage for attack rolls instead of 2 but if a hit it is counted as critical with maximized damage dice. Critical hits from this effect also double any non rolled damage. If the affected creature would normally roll with advantage, it now rolls at normal disadvantage.
Unwilling creatures may attempt a WIS saving throw of the Bard's spell DC in order to avoid its effects.
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