Bardic College: Jester

by AlbecoSound

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College of the Jester

He will be laughing still... at the end.

Bards of the college of the jester know that there is nothing more dramatic than the struggle between life and death. They delight in telling stories of those who narrowly avoid death, or in some way trick death. But the also know that dying is just as great a tale.

They may be thrill seekers. Or maybe gamblers. Or maybe they are simply mad. The reason doesn't matter to them, only that they have a good story to tell the dirt.

Suffer for Their Art

Art is worth the pain!

At 3rd level, you can inspire your allies through your pain. As a bonus action on your turn, you may expend one of your hit dice. If you do so, you regain one use of your bardic inspiration. Until the end of your turn, you may use your bardic inspiration once without using an action.

You may use this feature a number of times equal to you charisma modifier, regaining all uses on a long rest.

The Ultimate Gamble

I care not. And so I am immortal.

At 3rd level, you have learned one who does not care if they live or die can achieve great things. When you are subjected to an effect that allows you to make a saving throw to take only half damage, you may choose to take disadvantage on the roll. If you do so, and succeed the saving throw, you have resistance against the damage of that effect.

Finale

Your final scene begins!

At 6th level, you know how to end a show.

You may use your action to reduce your hit point maximum by your level until you finish a long rest. If you do so, choose one of the following:

  • Curtain Call: Every creature of your choice within 60 feet must make a charisma saving throw. On a failed save, they take psychic damage as shown on the Grand Finale table. On a successful save, they take half damage. This affect ignores resistance, and treats immunity are resistance.
  • Final Bow: A creature that you can see within 60 feet must make a charisma saving throw. On a failed save, they take psychic damage as shown on the Grand Finale table. On a successful save, they take half damage. This affect ignores resistance, and treats immunity are resistance.
Credits

Image: Darkest Dungeon Jester by De-Prime

Level Curtain Call
6th 3d6
8th 4d6
10th 5d6
12th 6d6
14th 7d6
16th 8d6
18th 9d6
20th 10d6
Level Final Bow Damage
6th 2d10
8th 3d10
10th 4d10
12th 5d10
14th 6d10
16th 7d10
18th 8d10
20th 9d10

Once you use this feature, you cannot use it again until you finish a long rest.

Starting at 16th level, you may use this ability a number of times per long rest equal to your charisma modifier - 1, but each time you use it after the first before a long rest, you gain a point of exhaustion.

Last Laugh

At last, the greatest joke of all...

At 14th level, you won't fall without taking your foes with you. When you are reduced to 0 hit points, you may use a reaction to use Finale.

In addition, while bellow your hit point maximum, you may expend a use of bardic inspiration to take the dash or disengage action as a bonus action on your turn.

 

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