Bards of the College of Jests know that the world is just one big joke, and that to deny it means to deny one's self of true humor. These Bards gather in out-of-sight places, telling jokes that are "too much" for the commonfolk. They travel to expand their repertoire and to relish in jests of all types. They use humor, mockery and confusion as weapons to dismantle those who spread misery or who fail to appreciate the absurdity of existence.
Scarring Mockery
Level 3 feature
You know the
Vicious Mockery cantrip, and it becomes empowered for you. If you cast the spell on a creature and it fails its Saving Throw against it, the next time it damages you or an Ally before the end of its next turn, you can expend one use of your Bardic Inspiration; roll your Bardic Inspiration die, and reduce the damage dealt by the roll. If the creature is damaging more than one creature, you choose which creature takes the reduced damage.
Additionally, whenever you expend a use of your Bardic Inspiration, you can cast the
Vicious Mockery spell as a Reaction.
Dark Humor
Level 6 feature
Your injuries can be a joke, and your pain can be it's punchline. Whenever you take damage from an Attack Roll or Saving Throw, you can choose to add 1d8 Psychic damage to the damage dealt. If you do, you can heal an Ally within 60 feet of you for a number of Hit Points equal to half the total damage that was dealt to you.
Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending one use of your Bardic Inspiration (no action required).
Fool's Presence
Level 14 feature
Just your mere presence is enough to distract your foes and support your allies. Whenever you or an Ally within 30 feet of you must make a Saving Throw, you can expend one use of your Bardic Inspiration to grant a bonus to that creature's roll equal to your Charisma modifier (minimum of 1).
In addition, when you are reduced to 0 Hit Points, you can expend all of your Bardic Inspiration; roll all your Bardic Inspiration die and add them together. Until the start of your next turn, all Allies within 300 feet of you have a bonus to the next Damage Roll they make, equal to the total rolled. Once you use this benefit, you can't use it again until you finish a Long Rest.