January 13, 2021

College of Jesters

Bardic College
Comments from the Pinky: Here comes the clown prince of crime!

College of Jesters

Consummate humorists, acrobats, and orators, bards of the College of Jesters can often be found in royal courts and livening up the local tavern. These bards specialize in truth through biting humor, rather than stories or sonnets, and compliment their razor wits with acrobatic stunts and other feats of showmanship. When among nobility, jesters offer off-kilter wisdom and fierce satire in equal measures. Among their peers, jesters make fine companions, as long as you can take a joke. 

Raconteur 
When you join this college at 3rd level, you learn the vicious mockery cantrip if you don't already know it. You can spend a use of your Bardic Inspiration when a creature fails a saving throw against vicious mockery to add a roll of the Bardic Inspiration die plus your Charisma modifier to the damage roll. If a creature fails its saving throw against vicious mockery by 5 or more, it also has disadvantage on the first saving throw it makes before the beginning of its next turn.

Advanced Tumbling
Also at 3rd level, you can move through the space of any creature by performing acrobatic bounds and flips. Once you have moved through a creature's space, that creature has disadvantage on opportunity attacks against you until the end of your turn.

Juggling 
By 6th level, you are a renowned and daring juggler. You can use your bonus action to start juggling a number of thrown weapons up to twice your proficiency bonus. Once on each of your turns, when you take the Attack action to throw a weapon, move out of a creature's reach, or cast the vicious mockery cantrip, you can make one ranged weapon attack against a creature you can see using one of your juggled weapons. If you are grappled, incapacitated, or restrained, you drop all juggled weapons.

Grand Finale
Starting at 14th level, you can perform a climactic stunt, conclude a stirring oration, or bring a song to a close with pizzazz. When you use this feature, you can take one additional action on top of your regular action and a possible bonus action. You can't use this feature on the first round of combat. Once you use this feature, you can’t take actions on your following turn.


Changelog
1/13/21: Juggling: You drop juggled weapons if restrained, grappled, or incapacitated

11 comments:

  1. Raconteur works on the next save before the creature's next turn? So if you have 1 higher initiative than the creature it does nothing, but if you have one lower it'll last for the whole round?

    Juggling is SUPER COOL (especially with the thrown weapon style from Tasha's).
    Perhaps you should specify the juggling ends if you're incapacitated (or restrained? grappled?), requires a free hand (probably?), etc., although that can be left for the DM to rule.

    Grand Finale is SO Darkest Dungeon jester. Awesome.

    ReplyDelete
    Replies
    1. The duration on Raconteur is just very weird, since it's basically piggybacking on vicious mockery. I'm not sure if there's a better solution.

      I'll change Juggling to end early if you're incapacitated, restrained, or grappled.

      Delete
    2. It's ultimately a separate effect from vicious mockery so I don't think there would be too much problem with making the disadvantage on save last until the start of the jester's next turn.

      Please don't remind me of DD Jester. How they massacred my boy...

      Delete
  2. Who would dare stand up to my bard juggling 12 tridents one handed in the middle of combat? NO ONE

    ReplyDelete
    Replies
    1. It is *so* worth multiclassing for tridents just to pull that off.

      Then again, it might be smart to limit the thrown weapons to one-handed weapons, so it feels more juggle-able.

      Delete
    2. Trident is one handed (versatile).

      So is a dwarven thrower...

      Delete
    3. Feel the wrath of Loki juggling a dozen Mjolnirs!!!

      Delete
    4. You know, that very common situation where you end up with a dozen dwarven throwers :P

      It's definitely worth the change

      Delete
  3. I feel like there's a bit of a game breaking aspect to Grand Finale. You effectively gain the ability to take two actions every other turn. Yes, you lose your action on the turns in between them but that's still pretty damn potent if you ever, say dipped two levels into Fighter. That's three actions in one turn per short rest. Yes, I know that classes aren't built with multiclassing in mind. But the thought of it still scares me regardless.

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  4. Should the disadvantage on opportunity attacks from Advanced Tumbling last until the end of _the_ turn rather than the end of the character's turn? If the character is moving on another creature's turn per the Ready action, then the duration can be drastically different depending on the wording.

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  5. Should the inability to use Grand Finale be on the first round of combat _during which you're not surprised_? If the intent is that a character has to wait at least one round before using this, I can see where a surprised character might be able to finagle out of waiting a round where they can actually do something.

    ReplyDelete