At 4th bard level, you regain a rest dice when critically failing a non-trivial skill check (subject to GM,) an attack, or save.
At 4th bard level, you may spend an action to deal 1d6 psychic damage to a creature within 60 feet that can hear you and understand you. This cannot reduce a creature to less than half health. You cannot use mockery more than once per turn.
At 5th bard level, choose one ability from the list below
Mocking tongue - You can use mockery as a bonus action instead of an action, you gain resistance to psychic damage. If you have no other ability from the top-level list, also choose one of the following minor traits:
You can use mockery as a reaction against a creature that either critically failed an attack, or if you critically succeeded at a save against an ability of theirs.
The damage dice of mockery is increased by 1 size category, and mockery can now reduce a creature to half of their total HP - your total charisma score (min 1.)
You can choose to spend a rest dice when using mockery to taunt the target for 1 attack (The target has disadvantage on their next attack until the start of your next turn unless they target you as well.) If the target attacks you and misses, the rest dice is refunded.
Comic relief - When you regain a rest dice from foolishness, you also regain 1d8 health. You gain +1 maximum rest dice. If you have no other ability from the top-level list, also choose one of the following minor traits:
You can choose to forego the damage of mockery to grant the target disadvantage on their next attack against you until the start of your next turn.
You gain a joke talent spell slot. This spell slot is identical to your other talent spell slots, except in the following ways: Once used, it is regained after a short rest, and any spell cast with it is illusory: All regular damage dealt is changed to psychic, reduced to 1d4, and cannot reduce the creature to less than half health the same as your mockery ability. If the spell cast with this slot can only target yourself, it can target a creature within touch range. Every positive bonus or effect granted by the spell instead grants 1 arcane health.
When you are reduced to 0 health, you can choose to make a performance check vs 5 + the damage taken. On a success, you can immediately take 1 action.
Inspiring wit - If you reduce a creature to half health or less with mockery, you can immediately use inspiration on an ally without paying the rest dice cost. If you have no other ability from the top-level list, also choose one of the following minor traits:
If an ally uses your inspiration dice on an attack and does not miss their target, you can choose to use mockery against that target as a free action.
Mockery deals double damage to illusory creatures, is lethal to them, and all creatures with at least 1 inspiration dice can remake a save against any ongoing fear, charm, or illusory effect originating from the target.
Your inspiration dice have an extra +1 bonus. If an ally rolls a natural 1 on an inspiration dice, then the rest dice for the inspiration are refunded.
At 6th bard level, choose another ability from the 5th level attributes of the fool list, or choose another minor trait from your already chosen ability.
At 6th bard level, learn a cantrip of your choice from any magic list. The casting attribute is intelligence for arcane cantrips, charisma or intelligence for occult cantrips, and wisdom for oath and mystical cantrips. Once chosen, modify it in 6 of the following ways:
You can use charisma as the casting attribute.
If the cantrip can target yourself, it can target a creature within reach instead.
If the cantrip can be upgraded, upgrade the cantrip an additional time.
If the cantrip has only a verbal component, you can use constitution as the casting attribute.
If the cantrip has only a semantic component, you can use dexterity as the casting attribute.
If the cantrip originally requires a spell attack, it can instead be either a dexterity or intelligence save.
If the cantrip originally requires a saving throw, it can instead be made as part of a melee spell attack.
If the cantrip has a duration, increase it by 1.
If the cantrip has a casting time of 1 action, you can take 1 damage to fatigue to cast it as a bonus action or move action.
If the cantrip grants a bonus to a d20 roll, it can grant the exact same penalty instead.
If the cantrip grants temporary health, it can deal an equal amount of necrotic damage instead.
If the cantrip deals poison damage, it can grant 1d6 temporary health per damage dice instead.
While at half health or less, you can add a +1 to any number used in the cantrip (damage, duration, size in feet, thickness, or bonus to a roll.)
Any necrotic, poison, acid, or lightning damage the cantrip deals becomes radiant damage at night.
You can add a +1 to any number used in the cantrip (damage, duration, size in feet, thickness, or bonus to roll,) if the target of the cantrip was also the last target of your mockery ability or is in possession of any inspiration dice.
If the cantrip is a melee spell attack and has a casting time of 1 action, you can cast it as a bonus action right after a successful melee weapon attack.
If the cantrip has more than 5 feet of range, the range of the cantrip is doubled.
The area of the cantrip is doubled.
If the cantrip critically strikes the target on a spell attack, every target of the cantrip critically failed their saving throw, or the target was unaware of you during the casting of the cantrip, you can use mockery on the target as a free action if within range of the ability.
The cantrip can target one additional creature within range that has inspiration dice.