Bardic College: College of Clownery
While many bards exist to entertain the masses, none are perhaps so over the top about it, nor as controversial, as the clowns.
Capering about in gaudy costumes, performing extravagant japes, these bards are as likely to instil fear as they are to delight.
Bonus Proficiencies
When you choose this college at 3rd level, you gain proficiency with warhammers and mauls.
Caper
From 3rd level, you learn to tumble and prance as an intrinsic part of your routine. When you expend a use of your Bardic Inspiration feature, you may move up to 10 feet without provoking attacks of opportunity. You may not do so if you are grappled or otherwise incapable of movement.
Clown Car
Also at 3rd level, your acts rely on producing a variety of tools at short notice. In combat, you may stow one weapon and draw another as part of the same bonus action.
Additionally, you may treat storage containers on your person as possessing double their usual capacity for space (though not weight). This allows you to, say, keep a concealed mallet in your pocket.
Extra Attack
From 6th level you may attack twice, instead of once, whenever you take the Attack action on your turn.
Fearful Visage
Starting at 6th level, you instil fear in your foes as they find you unsettling, whether or not that was your intention. Once per turn, when you target a single creature with a spell or weapon attack, you may force it to make a Charisma saving throw. On a failure, that creature becomes Frightened of you until the end of its next turn.
Squeaky Mallet
At 14th level, whenever you hit a creature with a melee weapon attack, you may expend a use of your Bardic Inspiration feature to cause the weapon to let out an unearthly honk. All creatures of your choice within 10ft of the target take thunder damage equal to your Bardic Inspiration die.