Base Class: Bard
Members of the College of Tricks, often referred to as jesters, are known for their eclectic and strange behaviors. Members often travel in search of merriment to bring, through any means that they find necessary. Often seen as those loyal to none and always getting themselves into trouble, these jester's often come in and out of history filled with stories of hilarity and absurd ideas.
Bonus Proficiencies
When you join the College of Trickery at 3rd level, you gain proficiency with thieves' tools, Acrobatics, and Performance.
Center of Attention
Also at 3rd level, your words cause other's to anger quickly, weakening their ability to focus. You know the Vicious Mockery cantrip if you don't already know it. When you cast this spell, you can spend a Bardic Inspiration die to empower it. When you empower this spell, the target takes additional psychic damage equal to a roll of your Bardic Inspiration die, and has their attention pulled to you, and they are compelled to do harm to you, if they can reach you on their turn with an attack.
Acts of Clownery
At 6th level, you've trained yourself in strange feats of acrobatics, which you've decided to use to your advantage. As a bonus action you can choose to perform an Act of Clownery from the list below.
Juggler's Trick: You begin a juggling motion, and a number of phantasmal blades equal to your proficiency bonus form as you juggle. You can take an action to make a spell attack with a phantasmal dagger. On a hit, the target takes 1d6 psychic damage, and has disadvantage on their next attack roll, ability check, or saving throw. While you are juggling the blades, your hands are considered full, and you are unable to interact with objects or use spells that require somatic components. You can dismiss the blades as a free action. At 10th level, when you use your action to throw the blades, you can throw two blades instead of one.
Comedian's Act: You begin a rousing series of comedic acts, in an attempt to get those around you rolling with laughter. You cast Hideous Laughter, even if you don't know the spell, when cast this way, the spell also affects any target of your choice in a 5 foot radius of the target. At 14th level, this radius increases to 10 feet.
Acrobat's Flight: You begin a series of acrobatic tricks to evade attacks. You may take the disengage action, and your movement speed increases by 15 feet until the end of your turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Failing Forwards
Starting at 14th level, you know how to fail forwards and use that to your advantage. As a reaction to failing an ability check, attack roll or saving throw, you can declare to fail forward. Roll a d20, and if your roll is below a 10, your roll is treated as if you had rolled a 20. Once you use this feature and succeed, you cannot use this ability again until you take a long rest.
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