Beginning at 3rd level, when making an attack with an unarmed strike or improvised weapon, you can elect to deal no damage and instead impose the deafened, grappled, poisoned, or prone condition until the start of your next turn.
When making a slapstick attack, you are considered proficient with whatever item you’re using and add your Charisma modifier to the attack roll instead of your Strength or Dexterity.
LAUGH TO KEEP FROM CRYING
Starting at 6th level, you can use comedy to help allies stave off adverse conditions.
Whenever a creature that can see and hear you fails a saving throw, you can use your reaction to expend a use of Bardic Inspiration, rolling an Inspiration die and adding the number rolled to the creature’s saving throw result.
Also at 6th level, you can now inflict the charmed, blinded, or restrained condition with a successful slapstick attack.
At 14th level, you have learned a comedy routine so funny that a creature experiencing it will laugh itself to death.
As an action, you expend a use of Bardic Inspiration, roll an Inspiration die and add the number rolled to a Performance skill check. The target of the killing joke must make a Wisdom saving throw; if it doesn’t meet or beat your Performance roll, the target begins laughing so hard that it becomes paralyzed and takes 1dX Constitution damage, where X is equal to your Bardic Inspiration die. At the start of its next turn, the target can attempt another Wisdom saving throw to end the effect.
A creature that succeeds the Wisdom saving throw is stunned for a number of rounds equal to result of the Inspiration die roll and cannot be targeted by another killing joke for 24 hours.