When taking the "Way of Fools" you become powerfully unaware of your natural strength. It allows you to be a fool full of might.

At the 3rd level, you as an action can begin "Playing the Fool".

While playing the fool you are adept at calling attention to various things including yourself. Creatures if you so choose must pay attention to you. You may also attempt to make them pay attention to another target on a failed wisdom save against your spell DC. That target would then be "Playing the Fool".

The one playing the fool gains the following.

  • Advantage on Deception, Persuasion, and Performance while entertaining others or having attention on you.

  • The ability to tell another target creature's current emotions and if they are intent on fighting or lying.

At the 6th level, as an action you are capable of calling upon the beastly and violent nature of creatures around you while playing the fool. All creatures with an intelligence score of over 4 are subjected to a wisdom save of your spell DC. If they fail they are compelled to fight until at least 1 creature within sight is reduced to 0 hit points.

At the 11th level, as an action you gain the ability to compel creatures to challenge you while playing the fool. They must do so if they fail a wisdom save of your spell DC.

When creatures challenge you, they must roll all saves and attacks against you with disadvantage.

At the 17th level, you are naturally keen against the chants of the crowd and the traps of life. While you are "Playing the Fool" you gain advantage and proficiency on wisdom and dexterity saving throws.