Bard: College of the Prankster
There is no higher calling in life than embarrassing your enemies. Someone important said that once. Okay, no one said that. And even if they had, and you were supposed to have learned it for a test, you wouldn't have been paying attention. You would have been playing a prank.
Welcome to the College of the Prankster. No homework. No books. No tales of former glory.
Pie to the face? Got it.
Rotten banana peel? Check.
Endless supply of rude gestures for taunting enemies in battle--do you even have to ask?
Not just another neighborhood joker, you know how to get someones's goat in so many languages—maybe even celestial...in the increasingly unlikely event you make it to heaven.
At the College of the Prankster, you surpass ordinary magic with a brand of uniquely exquisite mockery.
After all, what good is bardic magic if you can't get a few good laughs?
Prankster Random Origin Table
Roll | Origin |
---|---|
1 | You studied at a prestigeous school of bards but were kicked out for doing too many pranks. Those who don't appreciate your comedic genius will someday see their pride humbled! |
2 | Stand-up comedy at dingy taverns will only get you so far, but with a little magic and some audience participation, you've achieved entirely new levels of public embarrassment for audience members...some of whom still have a bounty on your head. |
3 | One prank! Sheesh. Liches have no sense of humor whatsoever. Now you're on the run for the rest of your life...and possibly the afterlife as well. |
4 | After challenging a beholder to a battle of wits which ended with a cream pie to its big fat eye, and your subsequent long recovery in the hospital, you realized you need a new hobby. Or not. You got some pretty good ideas while lying there in your hospital bed that you've been itching to try. |
5 | Your brother is a respected trader. Your father is a noble. Your mother is a real estate developer. Your sister is married to a wealthy ship captain and runs a successful multi-level marketing scheme involving fey-touched skin care creams. Well, it's not your fault they took all the good career options! |
6 | As you knelt in a hushed reverence before the high priestess and she asked you before the gathered initiates and clerics of the temple if you were willing to dedicate yourself to a life of piety and service, and you farted loudly, you knew a career change wouldn't be long in coming. |
7 | Working birthday parties as a clown was a good start to your career...at least until a spell went wrong at the princess's ten-year-old birthday celebration and the bratty twit got a spectacular spectral booty smack that sent her sprawling face-first into her cake. Now, you're a renegade, offering services of mockery and mischief to the highest bidder. Still..it was worth it. |
8 | As the king's jester, you were the hit of the court – the most popular, beloved, and laughed-at person in the kingdom. That was before your antics started a war. |
Prankster Bard Features
At 3rd level when you select this bardic college you gain the following 3rd-level prankster features and additional features as you gain levels in this class.
Sharp Tongue
3rd-level Prankster feature
You learn taunts in two new languages. You have the ability to mock others in these languages, but not to converse generally or understand speech or written language.
Prankster Spell Variety
3rd-level Prankster feature
You may dump one or more of your bard cantrips and choose two new cantrips from the Prankster Spells list for every old cantrip that you give up. Due to the nature of humor magic, you cannot cast the same prankster cantrip on the same creature two turns in a row—the magic fails. Variety fuels prankster magic.
You also gain one 1st and 2nd level spell from the prankster spells table, and an additional spell each time you gain access to a new spell level. Your chosen prankster spells are bard spells for you but do not count toward your total number of known bard spells. You can also choose prankster spells as bard spells.
Prankster Spells
Spell Level | Prankster Spell Options |
---|---|
Cantrip | confetti, hand of good humour, hotfoot, pie of plastering, spectral booty smack |
1st | grease, liar,liar, Tasha's hideous laughter |
2nd | gibberish, anvil |
3rd | curtain call; party favors |
4th | made you look, Otiluke's rotten egg |
5th | dunce cap, Mordenkainen's insidious snark |
Taunting Gesture
3rd level College of the Prankster feature
At 3rd level you develop the ability to draw attention to yourself, while maximally annoying foes. When you make a dodge, dash, or disengage action on your turn, you can perform a taunting gesture as a bonus action, targeting a a creature of Intelligence greater than 4. The creature attempts a Wisdom saving throw. On a fail, the creature has disadvantage to attack creatures besides you on their next turn.
Did I do that?
6th level College of the Prankster feature
When a creature targets you with a spell or damage-dealing attack such as fireball or a breath weapon that includes a saving throw, and you succeed on the saving throw (namely, you see it coming) as a reaction you can magically cause the creature making the attack to suffer a hiccup, deja-vu, sneeze, or untimely spasm that causes their attack to fail catastrophically. Any other affected creature gains advantage on their saving throw and the attacker must attempt the same saving throw. On a fail the attacker suffers half damage. You may use this feature a number of times equal to your proficiency bonus. You regain all uses of this feature when you complete a long rest.
That old trick?
14th level College of the Prankster feature
Your mockery reaches such skill that when a creature that can hear and understand you targets you with a ranged attack, you can use your reaction to attempt say something to shake their resolve. The attacker attempts a Charisma saving throw versus your spell DC. On a fail, the creature's attack fails and has no effect. If you attempt this more than once on the same creature in the same encounter, the creature has advantage on their save. You may use this feature a number of equal to your proficiency bonus. You regain all uses of this feature when you complete a long rest.
Prankster Spell Descriptions
Anvil
2nd level Conjuration
- Casting Time: 1 action
- Range: 30 ft.
- Components: V, S, M (a tiny hammer)
- Duration: Concentration, up to 1 minute
You conjure a blacksmith's anvil which falls onto a target creature you can see whose movement was zero on their previous turn, or an object or location in range. If the creature's Passive Perception is equal or greater than your spell DC, the creature may attempt a Dexterity saving throw. On a fail, or if the creature does not see the anvil, or if target is an object, the target suffers 4d6 damage, and a target creature's movement is halved on their next turn. The anvil disappears in a puff of smoke with ghostly mocking figures.
At Higher Levels. For each level above 2nd at which the spell is cast the anvil is heavier and the damage increases by 1d6.
Confetti
Cantrip Conjuration
- Casting Time: 1 action
- Range: 15 ft. cone
- Components: V, S
- Duration: 1 round
With a dinstinctive popping sound, you conjure a burst of streamers as tiny bits of colored paper fall through the air. Sounds of cheering erupt. The noise of a band playing fills the air. Ranged attacks passing through the confetti that require an attack roll have disadvantage.
At Higher Levels. At 5th, 11th and 17th level the range increases by 5ft.
Curtain Call
3rd level conjuration
- Casting Time: 1 action
- Range: self
- Components: V, S, M (a play billet or ticket receipt)
- Duration: Concentration, up to 1 minute
You conjure spirits of mirth to defend you. Whenever an enemy creature enters a 15 ft radius around you, or at the start their turn in that area they are accosted by spirits which demand that they do something funny.
Each creature must make a Charisma saving throw to come up with a jest or suffer 3d6 psychic damage as the spirits assault them for their ineptitude.
At Higher Levels. For each level above 2 at which the spell is cast the psychic damage increase by 1d6.
Dunce Cap
5th level enchantment
- Casting Time: 1 action
- Range: 60 ft
- Components: V, S, M (bad report card)
- Duration: Concentration, up to 1 minute
As an effective, yet hilarious handicap to spellcasters, a tall, garishly-colored conical hat labeled "Dunce" appears on a target creature in range. The target suffers disadvantage to all Intelligence, Wisdom, and Charisma-based attacks (spells) and saving throws.
Gibberish
2nd level enchantment
- Casting Time: 1 action
- Range: 30 ft
- Components: V, S, M (tongue of newt)
- Duration: Concentration, up to 1 minute
A target creature in range must make a Wisdom saving throw. On a fail the creature is only able to speak in gibberish, preventing the creature from making spells with a verbal component or giving intelligible verbal commands or responses. Target may attempt a saving throw at the of each of their turns.
At Higher Levels. For each level above 2 at which the spell is cast the number of targets increases by one.
Hand of Good Humour
Cantrip conjuration
- Casting Time: 1 action
- Range: 30 ft
- Components: V, S
- Duration: 1 round
Like mage hand, this cantrip allows you to manipulate objects at a distance. When you cast this cantrip, choose one of the following effects.
-
Shoelaces of Stumbling: magical cords extend from a creature's feet and tie together. Target attempts a Dexterity save. On a fail, the creature takes 1d4 bludgeoning damage and is knocked prone.
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Shirt of Unseeing: a humanoid wearing clothing has their shirt, dress, or tunic pulled up from the back and over their head (even if they are wearing armor over the top--this is magic). Target attempts a Dexterity save. On a fail the target is blinded until the end of their next turn.
-
Wardrobe of Malfunction: you attempt to cause a wardrobe malfunction (pants down, shield buckle undone, etc.) on your target. Target must make a Charisma saving throw, but with their Charisma modifier reversed. (High Charisma means more embarrassment.) On a fail, the target is at a disadvantage on attacks until they spend an action to fix the malfunction.
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Hand of Utter Annoyance: though many versions exist, three common varieties serve to illustrate the spell's effect: the wedgy which elevates the underpants uncomfortably, the wet willy which gives the target the feeling of a spittled finger wiggling in their ear, and up the wazoo which feels...not good. Target attempts a Constitution save. On a fail, they have disadvantage on saving throws until the end of their next turn.
At Higher Levels. The spell range increases 15 ft at 5th, 11th, and 17th level.
Hotfoot
Cantrip evocation
- Casting Time: 1 action
- Range: 30 ft
- Components: V, S
- Duration: Instantaneous
You evoke flames in the shoe or on the foot of a creature (with a foot) in range. Target attempts a Dexterity saving throw. On a fail target takes 1d6 fire damage and their speed is halved until the end of their next turn.
At Higher Levels. The spell damage increases by 1d6 at 5th, 11th, and 17th level.
Liar, Liar
1st level divination
- Casting Time: 1 action
- Range: 15 ft
- Components: V, S, M (a scrap of burnt fabric)
- Duration: Concentration, up to 10 minutes
The clothing of any creature in range that attempts to lie to the caster will spontaneously ignite. If they are wearing trousers, the trousers ignite. If they are not wearing clothes, their outer layer of skin, fur, or or scales ignites in the region of their buttocks. Target attempts a Constitution saving throw. On fail, target suffers 1d4 fire damage and clothing is hopelessly ruined. The verbal component of this spell involves chanting at least once, "Liar, liar, pants on fire."
Made You Look
4th level enchantment
- Casting Time: 1 action
- Range: 60 ft
- Components: V, S, M (small hand mirror)
- Duration: Concentration, up to 1 minute
Targets in a 30 ft diameter area must make a Wisdom saving throw or become frightened by an illusion. Targets may make a saving throw at the end of each turn. Targets that leave the affected area remain frightened until they pass the saving throw, unless the illusion is out of sight because of an opaque barrier.
Mordenkainen's Insidious Snark
5th level conjuration
- Casting Time: Ritual, 10 minutes
- Range: 60 ft
- Components: V, S, M (250 gp of scholarly books, scrolls or tomes which the snark consumes as an offering, and something belonging to the target)
- Duration: 24 hours, or when dismissed by the caster
Tiring of snarky comments from apprentice wizards, the archmage Mordenkainen developed a spell to conjure an extraplanar entity that could make snappy comebacks and witty banter for him. He allegedly used the victims' own schoolbooks for the spell materials.
You conjure a snark, an unseen extraplanar being bound to the soul of your target. Whenever the target attempts to say something influential, intimidating, wise, charismatic or intelligent, the snark responds immediately with a scathing remark that undermines whatever was said. Those in the presence of the target hear the snark's remark but are unsure who said it. Target suffers disadvantage on all Persuasion, Intimidation, Deception, and Charisma ability checks. The snark can be dismissed by the caster or by a banishment spell.
Otiluke's Rotten Egg
4th level evocation
- Casting Time: 1 action
- Range: 30 feet
- Target: A creature or object of Large size or smaller within range
- Components: V S M (a bit of eggshell)
- Duration: Concentration, up to 1 minute or until egg is destroyed
Some claim this spell was an early, flawed version of Otiluke's famous resilient sphere spell, and the flawed scroll was retrieved from the bin by a conniving apprentice. Others claim this ultimate "inside joke" was invented by a prankster bard as a mocking tribute to great wizard.
A translucent white egg encloses a creature you can see of up to Large within range. The creature must make a Dexterity saving throw. On a failed save, the creature is enclosed. Nothing-—not physical objects, energy, or other spell effects—-can pass through the barrier, in or out, though a creature in the egg can breathe there. The creature inside the egg can't be damaged by attacks from outside and can't damage anything outside the egg.
The egg is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the egg’s walls and thus roll the egg at up to half the creature’s speed. Similarly, the egg can be picked up and moved by other creatures.
The egg has 50 HP and can be destroyed by attacks from within or without. It is resistant to slashing damage.
The egg is filled with a noxious, sulfurous gas and the creature within makes a Constitution saving throw each turn. On a fail they suffer 2d6 poison damage; half on a success. The egg vanishes if it is destroyed or the trapped creature drops to 0 HP.
At Higher Levels. For each level above 4 at which the spell is cast the HP of the shell increases by 10 and the poison damage increases by 1d6.
Party Favors
3rd level enchantment
- Casting Time: 1 action
- Range: 30 ft
- Components: V, S, M (coins transfered by the spell)
- Duration: Concentration, up to (Copper coins) 1 round, (Silver coins) 3 rounds, (Gold coins) 5 rounds, or ( Platinum coins) 10 rounds.
You conjure tiny gift wrapped boxes for any humanoid creatures in range that you can see. Each target receives a parcel in their hand or on the ground in front of them if their hands are full. Recipients attempt a Wisdom saving throw. On a fail, the creature is overcome by wonder and delight is immediately compelled to open the package, which contains one coin transferred from a purse you are holding when you perform the spell.
Any creature holding the coin at the beginning of their turn suffers 1d4 psychic damage and has a disadvantage to Dexterity and Intelligence saving throws, Perception, and two-handed attacks or actions. Creatures may attempt a saving throw at the end of each turn and may discard the coin on a success.
Pie of Plastering
Cantrip conjuration
- Casting Time: 1 action
- Range: 30 ft
- Components: V, S
- Duration: Instantaneous
You conjure a delicious cream pie and throw it at the face of a creature. Target attempts a Dexterity saving throw. On a fail they are blinded until the end of their next turn. A creature who spends their action eating the magical pie recovers up to 1 HP, but cannot receive the benefit again until after a rest.
At Higher Levels. The spell range increases by 15 ft at 5th, 11th, and 17th level.
Spectral Booty Smack
Cantrip conjuration
- Casting Time: 1 reaction
- Range: 60 ft
- Components: V, S
- Duration: Instantaneous
When you take the dodge, hide, dash, or disengage action, and when you or an ally is targeted by a ranged weapon attack or spell within range, you can use your reaction to conjure a spectral hand that spanks the creature making the attack. Make a ranged spell attack. On a hit the target takes 1d4 force damage and attempts a Dexterity saving throw. On a fail the creature has disadvantage on that ranged attack, or if they are casting a spell requiring a save, the targets of that spell have advantage on the save.
Image and Inspiration Credits
Images created using Midjourney tool v5. Feel free to use for noncommercial purposes.
Change Log
Date | Change |
---|---|
2023.05.29 | Art update! |
2023.02.10 | removed Tasha's Ghastly Gas as a 2nd/3rd spell (confusing) |
2022.09.09 | Add missing prof x per lr for 6th level feature. |
2022.04.20 | Dropped the Expert Timing feature--didn't really come up in play testing. Simplified/generalized "That old trick" |
2022.04.15 | Fixed description of prankster spells. Nerfed number of free spells at each caster level to 1 instead of 2. Conformed expert timing feature to this description. Nerfed "did I do that?" feature. Clarified the description. |
2022.02.07 | Spells rebalanced per guidelines. Added spells anvil and confetti. Cantrips moved to spell list. Replaced I know you are, but what am I? with Did I do that? Replaced switcheroo with That old trick? |
2022.01.30 | Initial release on DMBinder https://www.gmbinder.com/share/ -MuGePG5vhy91C8jW2xs |
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