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How many fans want a 5E Jester
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<blockquote data-quote="Mercule" data-source="post: 6717659" data-attributes="member: 5100"><p>Here's a stab at a Bard school:</p><p></p><p><span style="font-size: 18px">College of Jesters</span></p><p></p><p><strong>Bonus Proficiencies</strong>: When you join the College of Jesters at 3rd level, you gain proficiency in Perform and two tools or languages of your choice.</p><p></p><p><span style="font-size: 15px">Befuddling Verbosity</span></p><p>Also at 3rd level, you learn to change the speed and cadence of your speech such that you can talk others into strange knots. When trying to influence someone, you may spend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and adding the number to either a Charisma (Deception) or Charisma (Persuasion) roll. You must still be able to communicate with the target normally. If you are attempting to sway multiple individuals, the bonus applies against all, if they are all part of the same "audience". This technique is known to offend some people; anyone so swayed is permitted a Wisdom (Intuition) check, an hour after your interaction. The DC is equal to 8 + your Charisma modifier + your proficiency bonus. If they succeed, they realize that they were bamboozled by your browbeating and may be less friendly the next time you encounter them. This check is permitted whether or not the bonus from the Bardic Inspiration die made a difference in your success.</p><p></p><p></p><p><span style="font-size: 15px">Master Juggler</span></p><p>At 6th level, you have become so accomplished at juggling and manipulating objects that you can put your skills to use in combat in two ways.</p><p></p><p>First, if you have multiple light, thrown weapons, you may juggle them during combat. If you take the Attack action while juggling, you can attack twice, instead of once. You must have both hands free to juggle. You may safely juggle a number of weapons equal to your Proficiency bonus during combat.</p><p></p><p>Second, you may use your reaction to attempt to catch or deflect any missile, when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Bard level. If you reduce the damage to 0, you have control of the weapon and may use it normally. You must either have a hand free or be juggling to catch or deflect a missile.</p><p></p><p></p><p><span style="font-size: 15px">Outrageous Personality</span></p><p>At 14th level, you have built your persona to the point where the world seems to bend to its absurdity. You are immune to insanity, despite what others may say.</p><p></p><p>Your presence is such that it can take foes aback. When rolling for initiative, you may expend one use of your Bardic Inspiration to attempt to create surprise where none currently exists. You may target any number of creatures within 60 feet that can see and hear you. They must make a Wisdom saving throw. The DC is equal to 8 + your Charisma modifier + the result of the Bardic Inspiration die. Failure results in the target being surprised. There is no effect on a success.</p><p></p><p>Additionally, the <em>wand of wonder</em> appears to have been almost tailor made for a master jester, whose use never causes the expenditure of a charge. When resolving the effects of a <em>wand of wonder</em>, a jester of 14th level or higher may expend one use of Bardic Inspiration to shift the result of the d100 roll. The roll may be adjusted up or down by a number equal to the result of the Bardic Inspiration die + the jester's Charisma modifier + the jester's Proficiency bonus.</p></blockquote><p></p>
[QUOTE="Mercule, post: 6717659, member: 5100"] Here's a stab at a Bard school: [SIZE=5]College of Jesters[/SIZE] [B]Bonus Proficiencies[/B]: When you join the College of Jesters at 3rd level, you gain proficiency in Perform and two tools or languages of your choice. [SIZE=4]Befuddling Verbosity[/SIZE] Also at 3rd level, you learn to change the speed and cadence of your speech such that you can talk others into strange knots. When trying to influence someone, you may spend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and adding the number to either a Charisma (Deception) or Charisma (Persuasion) roll. You must still be able to communicate with the target normally. If you are attempting to sway multiple individuals, the bonus applies against all, if they are all part of the same "audience". This technique is known to offend some people; anyone so swayed is permitted a Wisdom (Intuition) check, an hour after your interaction. The DC is equal to 8 + your Charisma modifier + your proficiency bonus. If they succeed, they realize that they were bamboozled by your browbeating and may be less friendly the next time you encounter them. This check is permitted whether or not the bonus from the Bardic Inspiration die made a difference in your success. [SIZE=4]Master Juggler[/SIZE] At 6th level, you have become so accomplished at juggling and manipulating objects that you can put your skills to use in combat in two ways. First, if you have multiple light, thrown weapons, you may juggle them during combat. If you take the Attack action while juggling, you can attack twice, instead of once. You must have both hands free to juggle. You may safely juggle a number of weapons equal to your Proficiency bonus during combat. Second, you may use your reaction to attempt to catch or deflect any missile, when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Bard level. If you reduce the damage to 0, you have control of the weapon and may use it normally. You must either have a hand free or be juggling to catch or deflect a missile. [SIZE=4]Outrageous Personality[/SIZE] At 14th level, you have built your persona to the point where the world seems to bend to its absurdity. You are immune to insanity, despite what others may say. Your presence is such that it can take foes aback. When rolling for initiative, you may expend one use of your Bardic Inspiration to attempt to create surprise where none currently exists. You may target any number of creatures within 60 feet that can see and hear you. They must make a Wisdom saving throw. The DC is equal to 8 + your Charisma modifier + the result of the Bardic Inspiration die. Failure results in the target being surprised. There is no effect on a success. Additionally, the [I]wand of wonder[/I] appears to have been almost tailor made for a master jester, whose use never causes the expenditure of a charge. When resolving the effects of a [I]wand of wonder[/I], a jester of 14th level or higher may expend one use of Bardic Inspiration to shift the result of the d100 roll. The roll may be adjusted up or down by a number equal to the result of the Bardic Inspiration die + the jester's Charisma modifier + the jester's Proficiency bonus. [/QUOTE]
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