Bard Subclass: College of Playful Mockery
Hit Points
Hit Dice: d8 per Bard Subclass: College of Playful Mockery level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
Bards of the College of Playful Mockery are playful
tricksters who prefer to taunt and mock their foes into
submission rather then directly fight them. They are known
for speaking uncomfortable truths, in a way that playfully
mocks the target of their jokes. This way people can laugh
about it and see the truth behind these taunts. They
especially revel in targeting social stigmas set up by those
that seek to control the way people speak, and through that
the way people think. Their jokes cause people to laugh
about these stigmas, which lessens their control over them.
This ultimately results in a more open and free discussion
on how to improve society.
The College of Playful Mockery was set up by an ancient
copper dragon, who at first merely sought to teach others
his skill at playing tricks on people. However, over time he
began to understand the importance of unrestricted humor
in mortal society, and how laughter can be used as a tool for
the greater good. Even if their jokes walk the fine line
between being mean and being playful, calling out the
uncomfortable truths in the world has done far more good
than harm. As such they will never allow their voice to be
silenced or restricted, nor the voices of others.
Subclass Options
Truth Sayer
When you join the College of Playful Mockery at 3rd level,
your gain proficiency in the Insight skill. If you already have
proficiency in this skill, then you can choose a different skill.
All spells that deal psychic damage count as bard spells
for you, regardless of class restrictions. If you reduce a
creature to 0 hit points through psychic damage, then you
can choose to spare and immediately stabilize that creature
by complimenting its performance.
In addition, you learn the vicious mockery cantrip. If you
already know this cantrip, you can choose a different bard
cantrip instead. The first time that those affected by this
spell deal damage to other creatures, without involving an
attack roll, they must roll a die equal to your inspiration die
and subtract it from the damage dealt (targets that fail their
saving throw against your vicious mockery cantrip count as
being affected by this spell until the end of their next turn).
Playful Mockery
Starting at 3rd level, when you land a line, you're on a roll;
when you cast vicious mockery, and the target fails their
saving throw, you can expend one use of your Bardic
Inspiration to unleash your lyrical genius to...
Aggrandize Yourself: Roll the inspiration die and
gain temporary hit points equal to its result + the
damage dealt by your vicious mockery cantrip.
Double Down: Roll the inspiration die and the target
takes additional psychic damage equal to amount rolled,
and also has disadvantage on its next saving throw against
your vicious mockery cantrip within the next minute.
Make it Personal: Roll the inspiration die and subtract
the amount rolled from the target's attack rolls whenever it
attacks anyone other than you. This effect lasts until the
start of your next turn.
You must choose which one of these effects you cause
as you expend a use of your Bardic Inspiration this
way, but before you roll the inspiration die.
Sick Burns
At 6th level, when you cast a spell that deals psychic damage,
you add your Charisma modifier (minimum of 1) to one
damage roll of that spell, and it ignores psychic resistance.
Additionally, whenever a creature misses an attack that
suffered disadvantage caused by your vicious mockery
cantrip, you deal a verbally devastating follow up dealing
psychic damage equal to your Charisma modifier
(minimum of 1), provided it can hear you.
The Voice of the People
Also at 6th level, your ability to communicate transcends
barriers of language. You can communicate basic concepts
with creatures that don't share a language with you as long
as that creature speaks at least one language through
intonation, body language, gestures, attitude, and
swaggering about.
Using this method you can get information such as how
much something should cost, where notable locations are,
who the toughest person or thing around is, and which
paths or alleyways should be avoided, as well other things
your DM might find appropriate for you to be able to learn
from them.
Spitting Fire
Starting at 14th level, you can deliver verbal components to
spells with blinding speed and precision, and your words
get through to even the most thick-skinned of people.
You can expend a use of your Bardic Inspiration to cast a
spell with the cast time of one action as a bonus action,
provided the spell has only verbal components.
When you would deal psychic damage with a spell to
creatures who are immune against this damage type,
you deal force damage instead. The spell retains all the
benefits that would come with dealing psychic damage.
When you cast a spell that deals psychic damage, you
can increase the spell's damage dice by 1 step. For
example, d4 to d6, d6 to d8 etc. (maximum of d12).
You learn the message cantrip if you don't already know
it, you can cast it as a bonus action, and you only require
verbal components to cast this spell.
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