Clown College

Why must a bard pursue knowledge or valor? The world is far to serious and bards of the Clown College choose to add a bit of levity to the mix.

Bonus Proficiencies

You gain proficieny is with the Tool: Disguise Kit (Clown Makeup), and gain training in your choice of two of the following skills: Acrobatics, Sleight of Hand, Animal Handling, Deception, Perception Performance, Persuasion.

Laughter is the Best Medicine

The healing power of laughter is a curious thing, but none can deny its benefits. At 3rd level you gain the ability as a bonus action you may expend 1 of your Bardic Inspiration dice in order to make a crude or funny remark or gesture to heal an ally who can hear or see you within 60ft for an ammount equal to your dice roll. You may also use this feature as an action in order to allow them to make a save to remove an ongoing condition.

Routines

At 6th level you have been clowning around enough to make it into a real artform and have picked up several acts of buffoonary that will excite, confound, and split some sides. As part of your move you may start clowning around and performing one of the following routines. You continue to perform a routine until you choose to stop, start a new routine, or fail a concentration check from taking damage, as per spell rules.

The Show Must Go On

At 14th level you are now a performer through and through, and will let next to nothing stand in the way of a good show. You have advantage on concentration checks to continue performing a routine after taking damage.

Routines:

Juggle

You may draw or stow 1 extra small or light weapon or item, such as a dagger or potion, per turn. You can also juggle 3 small or light objects at a time, such as 3 daggers, 2 daggers and a potion, etc... This does not count as Dual Wielding, however as a bonus action you may throw a light item, dagger, or dart as an offhand attack per normal rules.

Buffoonery

You jump, scream, curse, and cause a potentially annoying ruccus. Choose a creature within 30 ft of you than can see and hear or hear you, that creature has disadvantage on perception checks towards anything other than you.

Stumble and Tumble

You walk in a random, abstract way that involves tumbling, falling over, spinning and twisting. Attacks of opporotunity made against you are at disadvantage. Doing this requires you to go out of your way and not take the most direct path, resulting in decreasing your movement speed by 10ft.

Slap-stick

You eyepoke, bop on the head, and shin kick, among any other zany and reletivley harmless jest as you damage and attack your foes. During your movement in you are adjacent to an enemy you have already damaged this round you may deal an extra ammount of psychic damage equal to your dexterity or strength modifier, as this tends to hurt the pride more than the flesh.