User:ArcaediusX/College of Fools
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College of Fools[edit]
Bardic College
Bards that prescribe to the ideologies of the College of Fools know that a sharp word can be just as effective at unsettling someone as any strike of the blade. More commonly known as Jesters, these bards are masters of playing the the titular role of a fool, but they are anything but. Most jesters were employed in the services of monarchies, where they enjoyed a privilege that protected them from retribution regardless of the words they spoke. Jesters are an important type of bard - often times, a powerful individual cannot be touched by conventional methods, but through their words a Jester can spread gossip and rumor or threaten to expose a truth better left secret. Through these words, they can weaken people in positions of power and influence when other courses of actions have failed. In combat, Jesters move with an erratic unpredictability that make them difficult targets to pin down.
Features[edit]
Tuck and Tumble[edit]
Beginning at 3rd-level, you gain proficiency in Acrobatics if you do not already have it. Also, you have a +1 bonus to your Armor Class while engaged in combat, emphasizing the erratic and unpredictable ways that your body moves in combat.
Additionally, after you have taken the Attack action against a target within 5ft of you, you may use your bonus action on your turn to take a modified version of the Disengage action to Tumble. When you take the Tumble action, you may move a number of feet away from your target, in any direction, up to a total distance equal to half your natural movement rate(rounded up to the nearest 5ft interval) by rolling away from your target in a comedic fashion. This distance does not count against your Movement during this turn and you may Tumble even if you have already moved this turn. Additionally, the movement granted by Tumbling does not provoke attacks of opportunities against you from any enemies you move away from.
Jester's Privilege[edit]
Also beginning at 3rd-level, you have advantage on all Deception and Performance checks made to spread rumors and intrigue or to divulge secret information about publicly-known figures.
Additionally, regardless of the intention behind the checks, you may double the proficiency modifier added to these skills if they do not already benefit from a similar effect.
Sharpened Tongue[edit]
At 6th-level, your words become as dangerous as the weapons you wield. You may add your Charisma modifier as a bonus to the damage of any bard spell you cast that has a vocal component.
Comedic Feint[edit]
At 14th-level, you have mastered the art of comedic timing and deception during the heat of combat.
Whenever you are subjected to an weapon or spell attack that directly targets you, you can immediately choose to expend a use of your Bardic Inspiration. You may choose to do so after the roll has been made, but before any effects of the attack or spell are declared. Roll your Inspiration die and impose a penalty upon that weapon or spell attack equal to the result. If this would result in the attack missing you, you may then use your reaction to choose another eligible target within the attack's effective range. That attack is then attempted against the target of your choice without any penalties.
You may use this ability a number of times equal to your Charisma modifier (minimum 1) and regain all expended uses after completing a long rest.