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College of Fools in Dungeons & Dragons 5e

College of Fools

Bard

Level 3: Sharp Tongue

When you join the College of Fools, you learn to make your cutting remarks sting far more than mere words should. You learn the vicious mockery cantrip. It doesn't count against the number of Bard cantrips you know. In addition, when you cast vicious mockery, you add your Charisma modifier to the spell's damage roll.  

Level 3: Tumbling Fool

Your training allows you to move about in strange and bizarrely entertaining ways. You can take the Dash action as a Bonus Action on your turn. When you take the Dash action, you gain the following benefits until the end of your current turn:
  • Opportunity Attacks against you are made with Disadvantage.
  • Your Speed increases by 10 feet.
  • You take half damage from falling.
 

Level 6: Laughing Stock

When a creature within 60 feet of you fails an attack roll, ability check, or saving throw, you can use your Reaction to mock its blunder. The creature takes Psychic damage equal to one roll of your Bardic Inspiration die + your Charisma modifier and can't take Reactions until the start of its next turn.   You can use this feature a number of times equal to your Charisma modifier (minimum once), regaining all expended uses when you finish a Long Rest.  

Level 14: Last Laugh

When you become Bloodied, you can use your Reaction to regain all expended uses of your Bardic Inspiration and erupt into a fit of maniacal laughter.   For 1 minute, you gain Resistance to all damage.   In addition, whenever a creature within 60 feet of you hits you with an attack roll, you can expend up to three Bardic Inspiration dice. The attacker must make a Charisma saving throw against your spell save DC. On a failed save, it takes Psychic damage equal to the total rolled on the expended Bardic Inspiration dice + your Charisma modifier. On a successful save, it takes half as much damage.   Once you use this feature, you can't use it again until you finish a Long Rest.
 


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