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College of Improv

Improvisation isnt for everyone, and it is a refined skill that takes time to master it, but for those that do, the world is but clay for them to sculpt. A brush for them to paint with. Bards that specialize in the College of Improv are adept at making the most of their surroundings, with reading a crowd, delivering quick witted punchlines, and agonizing puns.

Bard Level
Feature
3rd
Improvised... Everything, Seeming is Believing
6th
Comedic Performances, Prop Comic
14th
Taking it Too Far

Improvised... Everything.

At 3rd level you learn the Minor Illusion cantrip if you do not already know it. Your illusions and ability to conjure upon the imagination at a moments notice have granted you additional effects with the Minor Illusion cantrip. You do not need material components to cast it, when cast you can create both an image and a sound, and you can move the illusion as an action up to 30 feet. As you gain levels you can create additional illusions, two at 5th level, three at 11th level, and four at 17th level.  

Seeming is Believing.

Starting at 3rd level images you create with Minor Illusion, Silent Image, and Major Image become partially real. While you maintain concentration and are touching the image it can physically interact with items and creatures. Creatures that use their action to investigate the image can still tell it is fake by succeeding the Investigation DC, after which they are unaffected by the image. If the image creates a container it can hold a maximum of 10 pounds per character level. If you use your images to attack creatures, the image - or part of the image you use - cannot exceed a 5 foot square.   When you attack with either the Minor Illusion, Silent Image, or Major Image you make a melee spell attack, and the image deals 1d8 + your Charisma modifier magic damage. This damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.  

Comedic Performances.

At 6th level you have mastered the art of comedic timing and reading an audience. When you cast Tasha's Hideous Laughter you can target up to 2 creatures if they are within 10 feet of each other. Additionally as an action you can use one of the standup routines you have learned after taking your show on the road.
Dad Jokes. You can expend one use of your Bardic Inspiration to tell a string of jokes so painfully mediocre it hurts. One creature within 60 feet that can hear your pontification of plentifully pluralized precocious puns must make a Wisdom saving throw or take 6d6 psychic damage, or half as much on a successful saving throw. On a failed save the target has disadvantage on its next attack roll or saving throw.   Dilly-Dilly. You can expend one use of your Bardic Inspiration to raise the spirits of your allies. One ally within 60 feet that can hear you rolls a Bardic Inspiration dice, gains temporary hit points equal to the amount, and can use their reaction to make a melee or ranged attack. After which the target ally shouts Dilly-Dilly!   Heckle. You can expend one use of your Bardic Inspiration to mock and belittle your enemies. One creature within 60 feet that can hear you gains disadvantage on damage rolls of its next successful attack.  

Prop Comic.

At 6th level, you learn to make the most of the illusions in your routines and can make ranged spell attacks with your images at a range of 60 feet.  

Taking it Too Far.

At 14th level, your mastery of the improvisational arts is unparalleled which affords you two encores.   Mimed Reality. You can cast Creation once per long rest as an action without expending a spell slot. The item you create is real and does not disappear. Items or materials made from using this feature are not magical, and can only be made of nonliving vegetable matter, cloth, leather, iron, stone, or wood.   Killing Joke. Once per long rest you can attempt a Killing Joke by expending a Bardic Inspiration dice when casting Tasha's Hideous Laughter. Creatures that fail their saving throw by 5 or more are reduced to 0 hit points. Otherwise, a creature that fails its saving throw falls prone and is incapacitated from laughter. At the end of the creature's next turn if it fails the saving throw, it is reduced to 0 hit points.


Created by

kemet ka.

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