Minstrel: College of Satire
Original Source: Unearthed Arcana: Kits of Old
Bonus Proficiencies
When you join the College of Satire at 3rd level, you gain proficiency with one of the tools of your choice: disguise kit, forgery kit, poisoner's kit, thieves’ tools.
You also gain proficiency in two skills of your choice: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.
Cunning Action: Tumbling Fool
At 3rd level, you master a variety of acrobatic techniques that allow you to evade danger. As a bonus action, you can tumble. When you tumble, you gain the following benefits for the rest of your turn:
- You gain the benefits of taking the Dash, Disengage, and Tumble actions.
- You gain a climbing speed equal to your current speed.
- You take half damage from falling.
All the World's a Stage
At 6th level, your knowledge of tricks and lies has made it almost impossible for people to pull one over you. You understand life is a joke, and everyone is full of shit. You have a +5 bonus to your passive Wisdom (Insight) checks, and you also have advantage on insight checks to see through lies, and against illusion and enchantment magic.
Vicarious Embarrassment
You are adept at evoking secondhand shame from those who watch you embarrass yourself. When you would become charmed or frightened, you can use your reaction to ignore the effects of the condition, cancelling the effect.
When you do, you can force a different creature who can see or hear you within 120 feet of you to make a Wisdom saving throw with DC equal to 8 + your proficiency bonus + your Intelligence or Charisma modifier (your choice). If the save fails, the creature is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Fool's Luck
Jesters seem to have a knack for pulling themselves out of tight situations, transforming what looks like sure failure into an embarrassing but effective success.
At 14th level, you can expend one use of Bardic Inspiration after you fail an ability check, fail a saving throw, or miss with an attack roll. Roll a Bardic Inspiration die and add the number rolled to your attack, saving throw, or ability check, using the new result in place of the failed one. Once you do so, you must finish a long rest before you can use the feature again.
Any time before you regain the use of this feature, the DM can roll a Bardic Inspiration and subtract the result from an attack roll, ability check, or saving throw you make. You then regain the use of this feature and the Bardic Inspiration you spent for it.
When the DM invokes this penalty, describe an embarrassing gaffe or mistake you make as part of the affected die roll.