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College of Laughter

Where'd the 'S' go? Dancing Mad


The College of Laughter often has people sign up for it under At 6th level, you can prance, you can dance, and it will only
false pretenses. Well, mostly false. For some reason, no matter make it harder for your foes to truly make a dent in your skin.
how many times they put it back up, the 'S' goes missing from As a bonus action, you can designate one creature you can
the beginning of the College of Slaughter. Even on documents, see within 60 feet of you. Make a Charisma (Performance)
it simply can't be found, like some joker takes it off to watch check contested by their Wisdom (Insight). If you succeed,
people sign up and learn a masochistic life through their reduce all damage dealt to you by that creature by an amount
teachings. After the 15th time they simply gave up and left it equal to your Charisma modifier until the end of your next
as it was, becoming the College of Laughter, renowned for the turn.
maniacal laughs heard from the dorms and the classrooms in A Performer's Greatest Skill
the midst of thuds and slices.
The students, whether they knowingly or unknowingly Ah, but of course, there has to be just one member of the cast
signed up, begin to show their true talents in their dancing who cannot follow your script, forcing you to improvise.
technique, their juggling prowess, and even learning to At 14th level, as a reaction after a creature ends their turn,
improvise on the fly when someone doesn't follow the script, you can take an additional turn.
usually by way of punishing them. Constant pain builds up Once you use this feature, you cannot use it again until you
tolerance, and eventually they used their techniques in order complete a long rest.
to dull the pain and even inflict it upon others.
Graduates from the college more often than not go onto
show their talents as part of a circus troupe, revealing their
tolerance for pain in their acts by asking the audience to
impale them with real blades - no trickery, they simply get
stabbed through the stomach - for one example. But these
clowns are sometimes also employed to perform distractions
for bandits, taking the attacks from guards at the front of a
stronghold and leading them away so that the thieves can
make their way in without worry for being caught.
But in particular, people that work with them learn that
graduates of the College of Laughter tend to prefer its old
name. There would be no better word than "sociopath" to
describe them.
Bard College Features
Cohesive Juggling
Starting at 3rd level, your expertise with juggling doesn't just
have to be used for entertainment; interrupting someone
throwing weapons around isn't a very clever idea.
As an action, you may begin juggling a number of weapons
up to your Charisma modifier with the thrown property. Until
the beginning of your next turn, every time you receive
damage you "drop" a weapon. If the attacker is within 5 feet,
they take damage equal to the weapon's damage die.
If there are different weapons, you decide which one falls
upon the attacker.
Clown's Laughter
Also starting at 3rd level, your view on the world as a whole is
that of a circus. Your foes on the battlefield do love to put on
an amusing show, though they may not know it, agree with it,
or find it very funny themselves.
When you take damage from an attack, you may use a
reaction and expend a bardic inspiration to reduce the
damage dealt by the attack. When you do so, the creature that
hit you must make a Wisdom saving throw. On a failure, they
have disadvantage on attacks against creatures other than you
until the end of their next turn.
New Spells
The Killing Joke
6th-level Enchantment (bard, wizard) Created by /u/RavagedMuffin.
Casting Time: 1 action Thanks to the Discord of Many Things for their
Range: 60 ft assistance, feedback, and criticisms!
Components: V, S, M (a blood soaked feather that is waved in
the air)
Duration: Concentration, 10 minutes
A creature of your choice that you can see and that can hear
you within range suddenly curl up their mouth into a wide
smile, uncontrollably laughing, their terrified and confused
eyes the only thing betraying the look of amusement upon
their face as the lack of airflow slowly becomes apparent.
The target must make a Wisdom saving throw. On a failure,
the creature falls under the effects of the spell and is
Incapacitated, falling prone in a fit of laughter. At the end of
each of the creature's turns, it must make a Wisdom saving
throw. On a failure, the creature remains Incapacitated or
becomes Incapacitated if it had recovered prior. On a success,
the creature is no longer Incapacitated, but is still laughing.
After failing three of these saving throws after the first, the
creature begins to Suffocate for the duration (see the rules for
Suffocation), and the creature stops making these saves. After
succeeding on three of these saving throws, the creature
recovers from the effects of the spell, and the spell ends for it.
Creature who do not need to breathe do not suffer the
Suffocation effects.
Finale
9th-level Necromancy (bard)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Instantaneous
And thus your show must come to an end, be it for the benefit
of yourself or the benefit of those with you, or perhaps you
merely wished for a flashy finish. Well, what more brilliant way
to go out than with a bang?
You may cast any number of spells you know of 8th level or
lower up to a total of 15 levels of spells, so long as they have a
casting time of 1 action or 1 bonus action. You cannot cast the
same spell twice, and you must provide the materials as the
spell requires them, but you do not require the spell slots
available to cast them.
After the effects of this spell transpire, you explode into
confetti and die.
 

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