Good comedy requires a mastery of timing, understanding the audience, and the confidence to do whatever it takes to get the desired result. The College of Jesters is the school for the bard that wants to create a stage persona that an audience can't look away from. Clowns, fools and tricksters, these bards use a combination of magic, tumbling, pratfalls, juggling and jokes to always keep focus on them--in and out of combat. To a jester, everywhere is a stage and comedy is just tragedy plus time.
Adventurers from this school seek to take their show out of the court and on the road.
Bonus Proficiencies
At 3rd level you gain proficiency in three skills.
Mask of the Fool
At 3rd level, you create your unique mask. It can be made of wood, leather, metal, or any other suitable material. It can even be made of make-up. The mask is a representation of your "stage persona" and imbued with the magic that comes from a practiced performance. The mask is contorted into an expression of joy or anguish that shifts subtly with your actions.
If the mask is destroyed or lost, you can create another one with ten minutes of concentration.
The Mask of the Fool turns you into a master of physical comedy and can imbue with unnatural agility that makes your pratfalls aid you. The Mask of the Fool grants you the following abilities:
- You gain a +2 shield bonus to your armor class if you are not wielding a shield.
- You gain the ability to tumble and can Disengage as a bonus action.
- You also gain the ability to trip an opponent as a bonus action. When you do so, you make a Strength or Dexterity check contesting the creature's Strength or Dexterity to knock them prone or push them 5 feet away from you.
- You gain the ability to pratfall as a move action to distract your foes. You move up to half your speed and you gain the benefits of the Dodge action against the next attack that targets you.
- You are proficient with improvised weapons.
- You take half damage from falling.
At 6th level, you demand the attention of your foes as if they are a rapt audience and can perform a switcheroo. As a reaction, you can redirect any attack or spell from a creature you can see within 60 feet to target you. If the spell has an area of effect, you determine where the area of effect lands but you must be in one of the effected squares. When you do so, you can spend a Bardic inspiration, roll the dice and add the result to your armor class and saving throws until the end of your next turn. If the attack or spell misses or you save against it, you can redirect the attacker's aim at another target or targets within the attack or spell's range (use the same rolls). If the attack hits or you fail your saving throw, you take half damage from its effect.
At 14th level, as a reaction, you can magically switch places of yourself and/or up to five allies that you can see or hear within 60 feet. When you do so, you and/or your allies may gain the effects of the Disguise Self to take on the appearance of you and/or your allies and you can spend a Bardic Inspiration dice and add the result to you and your allies armor class and saving throws against the next attack.
You regain this ability on a long rest.
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