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.