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# College Of Satire(Rework) V0.3 Bards of the College of Satire are called jesters. They use lowbrow stories, daring acrobatics, and cutting jokes to entertain audiences, ranging from the crowds in a rundown dockside pub to the nobles of a king’s royal court. Where other bards seek forgotten lore or tales of epic bravery, jesters ferret out embarrassing and hilarious stories of all kinds, be it telling the ribald tale of a brawny stable hand’s affair with an aged duchess or a mocking satire of a paladin of Helm’s cloying innocence, a jester never lets taste, social decorum, or shame get in the way of a good laugh. ### Burlesque Affront When you join the College of Satire at 3rd level, you gain the ability to make the words you speak so virulent they hurt more than any weapon. You learn the *Vicious Mockery* cantrip if you don't already know it. Additionally, when a creature fails it's saving throw against your *Vicious Mockery*, you can expend one use of your Bardic Inspiration to deal an additional 1d6 psychic damage to that target. You can do so only once per round on your turn. The psychic damage increases when you reach certain levels in this class, increasing to 2d6 at 5th level, 4d6 at 10th level, and 6d6 at 15th level. ### Truth Be Told Also at 3rd level you know how to highlight a creature's shortcomings by speaking uncomfortable truths in a way that playfully mocks the target of your jokes, casting doubt upon them. As an bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next attack roll, ability check or saving throw it makes before the start of your next turn. The creature is immune if it can't hear you. If the target fails an attack roll, ability check or saving throw it would otherwise succeed because of this feature, it does so by suffering an embarrassing social gaffe. It might loudly pass gas, unleash a thunderous burp, trip and fall, or be compelled to tell a tasteless joke. ### Tumbling Fool Also at 6th level, you master a variety of acrobatic techniques that allow you to evade danger. As a bonus action, you can tumble. When you tumble, you gain the following benefits for the rest of your turn: * You gain the benefits of taking the Disengage action. * Your walking speed increases by 15 feet. * You take half damage from falling. ### One Of The Classic Blunders At 14th level you have learned how to utilize your failures for comical purposes, bolstering your allies at your expense. When you fail an Attack Roll, Saving Throw, or Ability Check, you may choose a different creature (other than yourself) that can see you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses. You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.