Base Class: Bard
The fun to be found at the Dark Carnival attracts many enemies, but just as often attracts aspirants who wish to unlock the charismatic secrets of its illustrious leader. While reasons for joining the Dark Ringmaster in his merry crusade across the Multiverse have almost as much variety as those who call the Dark Carnival home, these entertainers seek one thing only -- to emulate the simultaneously chaotic and composed theatrics of Hughe Percival Lockcross.
Under the Dark Ringmaster's tutelage, bards of this college learn what it truly means to incite madness in the most poised ways possible. Relentless mayhem is too mundane and unquestionable order is too suffocating; a balance must be struck between law and chaos, and that is exactly what they seek to achieve in their teacher's absence. As a rite of passage, many strike out into the cosmos to form their own traveling carnivals. Should they find this endeavor successful, they return for the Dark Carnival to assimilate their numbers into themselves and are welcomed as heroes by their Darkling peers.
Such a feat, however, comes at a price. Many bards who seek this path of enlightened entertainment often find themselves at a crossroads between imposter syndrome and a loss of personal realization. Their wish to become like the Dark Ringmaster can become so visceral that they risk losing who they are as a unique individual. Such an internal conflict, if left unchecked, almost always ends in certain failure for their would-be carnival, leaving their minds sundered, hearts broken, or worse. As a result, many of these prodigies are treated with as much love, care, and attention as possible by the other Darklings -- for when it is time for them to venture forth and make a name for themselves, it is very likely they may never return.
Cruel Mockery
When you join the College of Carnival at 3rd level, your quick wit proves dangerous to those who find themselves on the receiving end of your jeers. You learn the vicious mockerycantrip if you haven't already and it doesn't count against your number of cantrips known. When you cast the vicious mockery cantrip you may target up to two creatures that are within 5 feet of each other.
At 6th level, you add your Charisma modifier to the damage you deal with the vicious mockery cantrip.
Introductions Are In Order
Starting at 6th level, you learn how to give a proper introduction. As a bonus action, you can expend one use of your Bardic Inspiration to switch locations with one willing ally within 60 feet of you that can hear you. The ally then gains the benefit of your Bardic Inspiration and gains advantage on the next attack made against creatures they were hidden from prior to using this feature.
The Greatest Show
At 14th level, you unlock such power of showmanship that would make the Dark Ringmaster proud. As an action, you manifest an area of influence within a 60 foot radius centered on you that does not move with you for 1 minute. The environment within this area changes to appear however you wish regardless of who it affects, but the physical and magical properties of objects and creatures within it remain the same. When you use this feature, choose any number of target creatures within range. For the duration, target creatures must make a Wisdom saving throw against your spell save DC at the start of each of their turns while within range. On a failed saving throw, the target is stunned until the start of its next turn as visions of its greatest delights (or fears, when applicable) enthrall it into a stupor.
Once you use this feature, you can't use it again until you finish a long rest.
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