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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
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| 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.