Base Class: Bard
Gruppits are known for being entertaining, but their comical stylings are not easily mastered. Those who learn the ways of the gruppit have sublime control over their timing and delivery, even with something as simple as ordering a coffee. The best students of the College of Gruppitry can fill an auditorium with laughter within seconds.
A bard does not need to have worked for Jin's Company to take up this subclass. That being said, it is definitely a plus, seeing as the company changed the way we think about entertainment and children's media. Bards with this subclass may also have a general interest in performance, heightened by the use of props (especially gruppits themselves), and magic ones are even better.
The first gruppits were created by the late, great Heston Jin, a wizard-turned-bard who founded the guild known as Jin’s Company. Subsequent gruppits are only considered authentic if they were built by someone in the guild.
On the Stage Where You Live
When you join the College of Gruppitry at 3rd level, you gain proficiency in Performance. If you already have proficiency in Performance, you gain advantage on all Charisma (Performance) checks.
B Stands for Bard
You keep a wide variety of random innocuous objects on your person, waiting for just the right moment to utilize a relevant resource to overcome an obstacle. You can use an action to seize upon such opportunities, announcing your brilliance and producing a useful item from your comically deep pocket, seemingly endless pack, odd shoe, essential hat, or whatever item you designate to use with this feat. You cannot put any objects or creatures into the item.
The objects for this feat do not count against your carrying capacity, cannot have a value greater than 1 gp per point of proficiency bonus you possess, and something about them (hot pink color, made of plastic, much larger than necessary) makes them unfit for resale or more than one use.
When you use this feat, make a Charisma saving throw against a DC equal to 8 + half your level. On a success, the item grants you advantage on one relevant ability check made within the next 10 minutes. On a failure, the item grants you a +2 bonus instead.
Once you have used this feat a number of times equal to your proficiency bonus plus Charisma modifier, you cannot do so again until you finish a long rest.
Not Your Cue
At 6th level, when an ally within 30 feet of you is reduced to 0 hit points, you can use your reaction to spend 1 bardic inspiration die. The target immediately makes a Death save, adding your Bardic Inspiration die. On a result of 20 or higher, the target retains a number of hit points equal to your Charisma modifier.
Look At The Birdie
At 14th level, you can use an action to distract up to twenty creatures of your choice that you can see within 100 feet and that can hear and understand you. Make a Charisma (Performance) check. Each target must make a Wisdom saving throw against a DC equal to the result on your check. On a failed save, it is stunned for as long as you maintain your performance. A stunned creature remains captivated by your performance unless a creature attacks it, it takes damage, or gains another condition.
You can use an action to extend your performance. However, after the first minute (ten rounds of combat), you must make a Constitution saving throw (DC 8 + 1 per previous save) at the start of your next turn. On a failure, you gain one level of exhaustion.
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