Bards of the College of Satire are called jesters. They use lowbrow stories, daring acrobatics, and cutting jokes to entertain audiences, ranging from the crowds in a rundown dockside pub to the nobles of a king’s royal court. Where other bards seek forgotten lore or tales of epic bravery, jesters ferret out embarrassing and hilarious stories of all kinds. Whether telling the ribald tale of a brawny stable hand’s affair with an aged duchess or a mocking satire of a paladin of Helm’s cloying innocence, a jester never lets taste, social decorum, or shame get in the way of a good laugh.

Jesters are loyal to only one cause: the pursuit and propagation of the truth. They use their comedy and innocuous appearance to break down social barriers and expose corruption, incompetence, and stupidity among the rich and powerful. Whether revealing a con artist’s treachery or exposing a baron’s plans for war as driven by greed and bloodlust, a jester serves as the conscience of a realm.

Jesters adventure to safeguard the common folk and to undermine the plans of the rich, powerful, and arrogant. Their magic bolsters allies’ spirits while casting doubt into foes’ minds. Among bards, jesters are unmatched acrobats, and their ability to tumble, dodge, leap, and climb makes them slippery opponents in battle.


Bonus Proficiencies

When you join the College of Satire at 3rd level, you gain proficiency with thieves’ tools. You also gain proficiency in Sleight of Hand and one additional skill of your choice. If you are already proficient with thieves’ tools or in Sleight of Hand, choose another skill proficiency for each proficiency you already have.

Tumbling Fool

At 3rd level, your acrobatic knowledge allows you to escape danger with ease. You gain a climb speed equal to your movement speed.

Additionally, as a bonus action, you can expend a bardic inspiration die to tumble. Roll the bardic inspiration die and add the number rolled to your AC until the start of your next turn. In addition, while tumbling you gain the following benefits:

  • Opportunity attacks against you are made with disadvantage
  • You gain an additional 10 feet of movement.
  • You take half damage from falling.

Hilarious Antics

At 6th level you have learned how to utilize failures for comical purposes, distracting and charming your enemies, or bolstering your allies.

As a reaction when you fail an Attack Roll, Saving Throw, or Ability Check, you can cast one of the following spells without expending a spell slot or requiring material components: hideous laughtercharm person, or healing word.

Once you cast a spell with this feature you must complete a short or long rest before you can cast one again.

The Best Medicine

By 14th level, your mere presence lightens moods and bolsters your allies’ spirits.

Whenever you grant an ally a Bardic Inspiration die or use your Hilarious Antics feature, each creature you choose within 30 feet of you that can see and hear you gains temporary hit points equal to half your bard level. These hit points last for one minute.