Bard
Base Class: Bard

College of Clowns

Practitioners of clownhood are  known to travel the land, bestowing the gift of laughter to the masses; using quick movement, ridiculous costumes, and slapstick comedy to tell their story. Most seek to spread joy, with some using their talents to fight evil; others still use their silly magic to spread mayhem and chaos.


 

College of Clowns Features
  • Bard Level                    Feature
  •        3rd                          Ridiculous Defense, Slapstick
  •        6th                          Uncanny Dodge
  •        14th                        Can't Keep Down the Clown

 

Ridiculous Defense

When you join the College of Clowns at 3rd level, you gain proficiency in the Disguise Kit if you aren't already, and make a Costume specific to your clown persona. Your sheer force of personality makes it difficult for enemies to get a solid hit on you, either because they like clowns, or are scared of them, or just can't grasp what the hell is going on in front of them.

While you wear your costume and no armor or shield, your AC = 10+DEX+CHA

Slapstick

Starting at 3rd level, you can make a performance that while harmful to you, distracts everyone who can see. 

As an action, you can do a slapstick routine. Use one of your Bardic Inspiration die. You take that much bludgeoning damage and fall prone. Any enemies that can see you within 60 ft of you reduce the same number rolled from their Attack Rolls, Ability Checks, and Saving Throws until the start of your next turn. 

Uncanny Dodge

Starting at 6th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Can't Keep Down the Clown

Say it with me. It means crazy clowns just won't die for some reason. In adventures such as yours, they tend to linger long past their welcome. 
They linger and linger and linger, and just when you think you're totally fed up with their bull and you can't take another second of it, they just linger some more. 
And you never know what they're up to, and they're always scheming in the shadows, and it's quite possible that whatever master plan they're hatching just doesn't make the slightest bit of sense at all. 
But it doesn't matter. It doesn't matter how stupid the clown's schemes are, or how sick of him everybody is. 
He just. Won't. Die. 

At 14th level, once a day you can add your Charisma Modifier to your Death Saving Throws after being knocked unconscious once. If you regain consciousness after using this ability you can instead choose to cast Feign Death on yourself without components and without using a spell slot. 

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