Base Class: Bard
Drawing upon your childhood years, you think back to the storybooks you read; The crazy antics of the characters, the impossibilities of their actions, the way they could make everyone laugh just by falling flat on their face- Why can't life be like that all the time?
Well, what's stopping you from making it so? It's time to get a little bit... Animated~
The College of Acme is a very eccentric group to be a part of, no doubts there. Drawing the power of the Weave with your skills into fun little pockets of nonsense and counting on counter intuitiveness of thinking, you can change the way the world works to add a little bit of laughter to the proceedings instead! Falling on your face at a key moment rather than getting decapitated? Hilarious! Momentarily stretching your body like rubber to grab a ledge? A riot! Spinning on the spot and changing your appearance to fool a bumbling enemy right in front of their face? A hoot!
While making the impossible possible, it's always good to remember the golden rule; A laugh can be a very powerful thing- Sometimes in life, it's the best weapon you have!
Know your Audience
When you join the College of Acme at 3rd level, you gain Proficiency in Performance and Insight. You also gain the Two Bits Cantrip.
Comedic Routine
Starting at 3rd Level, you can choose to use your Bardic Inspiration charges to instead perform a comedic routine, granting you momentary manipulation of the world around you.
Banana Peel
By expending one use of your Bardic Inspiration, you can drop a path of slippery banana peels behind you when you use your movement. These peels follow your exact path and remain for one round. Any creature crossing the path must roll a Dexterity saving throw to avoid vs your Spell DC. On a failure, they slip on the peels and are knocked Prone. Creatures with a Flying speed are immune.
Spin Change
By expending one use of your Bardic Inspiration, you can cast Disguise Self by spinning on the spot without the need for verbal components. Anyone viewing your Spin Change must immediately make a Wisdom Check at Disadvantage against your Spell Save DC. On a failure, they do not realise anything has happened, fully believing your disguise despite seeing you use it in front of them. Anyone actively trying to see through your disguise has Disadvantage on Intelligence (Investigation) checks against your Spell Save DC.
Show Must Go On
5th Level feature
By expending one use of your Bardic Inspiration, when you drop to 0 hp due to an Elemental Based Attack, you can use your Reaction to instead drop to 1hp, leaving you covered in a layer of soot, ice, ooze or the appropriate comedic residue. You can only use this option once per long rest.
Hammerspace
7th Level Feature
By expending one use of your Bardic Inspiration, you can reach behind you and access a small pocket of interdimensional space only accessible by you as a Bonus Action. If you choose to do this, roll a D10 and consult the table below for the item you retrieve. All items vanish after one round unless otherwise stated.
- A small incendiary device with a burning fuse.
Immediately roll a Dexterity Save against your Spell DC to throw the device before it detonates. On a failure, you take 8d6 Fire damage. On a success, you can toss it to a hostile creature who must spend its reaction to catch it, dropping any items it may be holding before taking 8d6 Fire Damage. If the creature has already spent its reaction this round, they take half damage. - A woodpecker.
The woodpecker is hostile and immediately deals 1d4 bludgeoning damage as it pecks the player before flying away. - A chicken.
The chicken is friendly to the player and their allies but will run around haphazardly during any combat situations, possibly drawing any opportunity attacks. If the chicken is killed, it vanishes immediately. - A custard pie.
Can be used as a proficient ranged weapon. On a hit, it causes blindness for one round. - An instrument you are proficient with.
There is no size restrictions to this choice. - A crowbar.
- A bunch of flowers.
- A bottle of seltzer.
- A large magnet.
The target must make a Strength Saving Throw against your Spell DC. On a failure, the target is disarmed of any weapons they are holding. - A large wooden mallet. (+3 to hit, 3d6+5 Bludgeoning)
On a successful hit, the target is Stunned and Prone for three rounds. If the attack causes the target to drop below 0 hp, the target falls on their back, hands over their sternum as a white lily appears in their grasp.
"Only when it's funny!"
At 6th Level, you can escape physical restraints or Grapples on a successful Charisma (Performance) check. You can use this ability a number of times a day equal to your Charisma Modifier. You also gain the Hideous Laughter Spell.
"I know this breaks the Law of Gravity, but then again I never studied law!"
At 14th Level, you learn how to use the rules of purposeful blissful ignorance.
Once per Long rest, you may attempt to defy the laws of gravity and walk off a raised edge as if on solid ground. You may take actions, movement and bonus actions as normal. If you take damage while using this feature, you must make a DC 15 Concentration check to sustain the anti-gravity feature. On a failure, you instantly plummet and take fall damage as normal.
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