Comedian

特技 Feats for this technique → Comedian

Why do you need an explanation? How about a joke!


Cursed Energy
Starting at 1st level, you can harness your negative feelings into a usable source of energy, called cursed energy. These feelings can be harnessed into attacks or abilities. The number of cursed energy you possess is based on your class, some classes use a modifier that being charisma or wisdom (Player’s choice)

Your cursed energy DC is 8 + user cursed energy ability modifier + proficiency bonus.


Comedy
Beginning at 1st level, reality bends around you to fit your idea of comedy. As an action for 1 cursed energy, you activate your technique for 1 minute while maintaining concentration. When you are damaged, you can spend 1 cursed energy to take no damage as some funny phenomena allows you to avoid damage (Eg. you open an umbrella to block an attack, you slip on a banana peel to dodge, etc). You also gain proficiency in Performance and at 11th level you gain Expertise.

A creature that knows how your technique works can make a contested Charisma (Persuasion) or Wisdom (Insight) check as an action to deconstruct your humor against your Charisma (Performance). If they roll higher, your technique deactivates as you lose confidence in your comedy and cannot use your technique. You can make a DC 15 Wisdom saving throw at the end of your turn to regain control of your technique and cause it to reactivate as normal.


Commit to the Bit
At 3rd level, you have learned to use your comedy to supplement your abilities. You gain access to the following gags while your technique is active:

Blasting Off. On a hit with a melee attack, you can spend 1 CE to cause the target to go flying up to 60 ft away from you and fall prone. This increases to 90 ft at 6th level, 120 ft at 11th level, and 200 ft at 18th level.

Props. As a bonus action for 2 CE, you create a number of items equal to your CE modifier that fit in a 5 ft cube that help with your current joke or bit. These items increase to a 10 ft cube at 6th level, 15 ft cube at 11th level, and 20 ft cube at 18th level. These props last for 1 minute or until your technique deactivates.

Powerful Punchline. As an action for 3 CE, you let loose a good punchline related to a joke you tell or a bit you have going. Choose a range and source of the punchline:

  • 30 ft diameter sphere within 80 ft
  • 60 ft long, 5 ft wide line
  • 30 ft cone

All creatures within range must make a Strength, Dexterity, or Constitution saving throw based on the source of the punchline. On a failed save, a target takes your proficiency bonus + your CE modifier in d8s of bludgeoning, piercing, slashing, or psychic damage and an additional effect depending on the punchline (Eg. A bus runs someone over. Creatures in a 60 ft long, 5 ft wide line must make a Dexterity saving throw or take 5d8 bludgeoning damage and are pushed to the end of the line and knocked prone on a failed save or half as much damage and not pushed or prone on a success). This damage cannot kill a person since comedy isn’t funny if someone dies.


Comedic Foil
At 6th level, you can even hijack the thoughts of others to go along with your jokes and skits. They find themselves saying things that lead into your jokes. A creature that starts their turn within 300 ft of you while your technique is active must make a Cursed Energy saving throw. On a failure, they cannot use any cursed techniques that would interfere with your current joke until their next turn.

Additionally, you can choose to not allow other creatures to interfere with your combat while your technique is active. This stops other creatures from rolling for initiative or affecting the battle in any way as some random reason prevents them from joining in. You can also choose to remove a creature’s ability to sense cursed energy while they are within 300 ft of you while your technique is active to stop them from being distracted from your jokes.


Maximum: Peak Comedy
At 11th level, you can activate your technique at maximum efficiency. As an action for 10 cursed energy, you activate Comedy for 1 minute. During this minute you gain the following improvements:

  • Once per turn you can use your Gags without spending cursed energy. You can use Comedy’s negation for free a number of times equal to your CE modifier each round.
  • The number of props you can create becomes twice your CE modifier. This becomes thrice your CE modifier at 18th level.
  • The range and radius of your Powerful Punchline are doubled and you can spend 2 cursed energy to deal additional damage dice equal to your proficiency bonus.
  • As an action you completely change the scene and scenario into one fitting of the joke you tell, teleporting creatures within 100ft into a cutaway. A target in the cutaway must make a Wisdom save or cannot attack unless they make it fit into the cutaway gag.

Domain Expansion: Stand Up Comedy
At 18th level, you have finally learned to expand your domain. At initiative 20, you can force a cutaway. Completely changing the scene and scenario into one fitting of the joke you are telling. A creature within your domain cannot attack you unless they can make it fit into the cutaway gag. If a creature does not act according to your jokes and gags, the audience boos them and they take 8d8 psychic damage. A creature can only take this damage once per round.

As a Full Turn Action (Action + Bonus Action + Movement) while within your domain, you can tell a joke and make a Charisma (Persuasion) check. All creatures within your domain can make a Wisdom (Insight) check to criticize or attack it. A creature that chooses not to roll or rolls lower than you takes 8d8 psychic damage.

Reversal

反転 How to gain this: Cursed Technique Reversal →

Straight Man
You have learned to channel reverse cursed energy into your technique to create your reversal! Instead of bringing your humor into reality, you play the straight man and force people into reality. As an action for 2 CE, you activate your technique for 1 minute while maintaining concentration. While your technique is active, you and a number of creatures of your choice up to your CE modifier within 20 ft are immune to the frightened or charmed condition. While your reversal is active, you cannot use Comedy.


Deadpan
When a creature you can see within 60 ft would try to teleport, avoid damage, or do something obviously impossible via normal means while your reversal is active, you can spend 5 CE to force that creature to make a Cursed Energy saving throw. On a failed save, their attempt fails and they take 2d8 psychic damage as you lecture them on realism (Eg. You can’t just dodge a meteor, are you stupid or something?). Creatures without cursed energy automatically fail this saving throw.