On a 5th Edition Bard College, The Motley Fool

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Jester


Bard College

At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore, College of the Motley Fool, or the College of Valor, all are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level.

Bard colleges
The way of the bard is gregarious. Bards seek each other out to swap songs and stories, boast of their accomplishments, and share their knowledge. Bards form loose associations, which they call colleges, to facilitate their gatherings and preserve their traditions.

College of the Motley Fool
Bards of the College of the Motley Fool choose a difficult path. They are seen as divinely inspired servants, free from legal recourse, allowed to say that which others will not. They seek a pure ideal of wit, neither male nor female, and cloaked in mystery. They tempt fate, their lives walking a line between glory of the masses or brutal punishment by those fearful of their mien.

Defensive Caper
When you join the College of the Motley Fool at 3rd level, as long as you wear no armor, and wield no melee or ranged weapon, your armor class is equal to 10 + your Dexterity Bonus + your Charisma Bonus

Knife's Edge
At 3rd level you are considered proficient with all weapons that have the Thrown property. When throwing weapons, your attack rolls are not made at disadvantage if you throw while adjacent to a threatening opponent, nor while throwing up to the maximum range of the item. These do not count as ranged weapons for the purpose of defensive caper.

Insult
  
Jesters also gain the ability to physically harm opponents with insults. As an attack, you may expend a bardic inspiration die, and make a verbal attack, using your Proficiency Bonus + your Charisma Modifier against a creature that you can see within 60 feet of you that can understand your language, against an armor class of 10 + their Intelligence modifier. The damage done is your bardic inspiration die plus your Charisma and Intelligence modifiers. 

Pie in the Face
At 6th level, you gain the ability to throw a harmless object at an opponent, such as a cream pie, a sticky ball of gunk, or other weird or disgusting item. If you hit your target, they make ability checks and attack rolls at disadvantage till they spend a move action removing or cleaning the item up. This attack only affects humanoids.

Harlequin's Protection
At 6th level, as long as you are garbed in motley, you are immune to charms, enchantments, and compulsions.

Twist of Fate
Starting at 14th level, whenever you are dealt lethal damage you may make a DC 15 Dexterity saving throw. On a success, you avoid that damage. This ability can be used once per long rest.

Enigma
Starting at 14th level, whenever you are garbed in motley, you are permanently under the effect of a Mind Blank spell.



Hack & Slash 

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