Bard - College of Jesters

by Mozziconi

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College of Jesters

The College of Jesters is one that exemplifies the entertainment value a bard has to offer. Whimsicality, humor, and wit is in no short supply for the bards who have graduated from this college. Typically tutored by those with troubled minds or troubled pasts, the College of Jesters advocates for individuals to respond to the world’s hardships with a smile on their face and a witty remark on their lips. The bards of this college are often hired for events in circus acts or even in lord’s courts, and are either met with laughter and joy or sneers and discontent. Thus is the life of a Jester.

Jester's Routines

When you join the College of Jesters at 3rd level, you have practiced dozens of hours on unique routines.

Starting at 1st level, you gain one routine of your choice from those listed below. You gain another at 6th level, and again at 10th level.

You can use an action to expend one use of your Bardic Inspiration to use a routine you have access to. You can only perform one routine at a time.

Comedy Routine

For 1 minute, as an action on each of your turns and when you activate this ability, creatures of your choice that can hear you within 10 feet must succeed on a Wisdom saving throw against your spell save DC. On a failure, the creature is afflicted by the effects of the Tasha's hideous laughter spell until the end of their next turn.

While using this ability, you are considered concentrating as if you were concentrating on a spell.

Acrobatics Routine

For 1 minute, you can make a Dexterity (Acrobatics) check as a reaction to being hit by a weapon or spell attack or failing a Dexterity saving throw. If the number rolled on the Dexterity (Acrobatics) check is higher than your Armor Class (for the purposes of a weapon or spell attack) or your Dexterity saving throw (for the purposes of failing a Dexterity saving throw), you can use the Dexterity (Acrobatics) check instead.

Juggling Routine

For 1 minute, you can conjure a number of ethereal weapons up to your proficiency bonus and begin to juggle them. You must have both hands free to use this ability, and at any point that either of your hands are no longer free, the weapons vanish. You can reactivate the feature at any point during the 1 minute duration using a bonus action.

When you take the attack action on your turn and as part of the action used to activate this ability, you can attack with any number of these ethereal weapons. For each creature you attack, make a single ranged spell attack with a range of 60 feet, regardless of the number of weapons you attack with. On a hit, deal Xd4 + your Charisma modifier force damage where X is the number of weapons you threw at the target. At the beginning of each of your turns while practicing this routine, the number of weapons you are juggling becomes the maximum amount.

Extra Proficiencies

Also at 3rd level, you gain proficiency with a gaming set of your choice, as well as disguise kits.

Multitasking Expert

Beginning at 6th level, you are increasingly adept at maintaining focus during your routines. You have advantage on concentration checks made while performing any of your routines.

Performer's Flair

At 14th level, you have learned how to add an extra flourish to each of your routines. When you activate one of your routines, choose one of the following effects, which lasts for the duration of the routine.

  • You gain a fly speed of 30 feet.
  • Double the range of the routine's effects (if any).
  • Gain advantage on all skill checks or attack rolls related to the routine, and other creatures gain disadvantage on saving throws related to the routine.

Credits

Art

Art by JasonTN.

Author

This document was made by Mozziconi, a homebrewer for Dungeons and Dragons 5th edition and a budding Twitch streamer. He can be found at the following links.

Youtube

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Change Log

07/10/2020

  • Added text to the last option of the Performer's Flair feature. Before, it only gave advantage on skill checks. This disproportionately favored the Acrobatics routine, but was markedly weaker than a flying speed.
 

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