Base Class: Bard
For a great many years, the circus has captivated men, women, and children of all ages. Death-defying feats, bumbling clowns, incredible displays of talent -- and, at the center of it, one man to guide the audience through the experience. A Bard from the College of the Ringmaster is a showman among showmen, using his silvered tongue to aggrandize the next performer's amazing feats, and his wiry whip to command and control the show. While a stirring performer in his own right, his strengths lie mostly in amplifying the success of his performers and making sure the spotlight is always on the next amazement...
Bonus Proficiencies
Starting at 3rd level, you gain proficiency in Charisma (Performance), if you do not already have it. If you are already proficient, instead double your proficiency bonus for Charisma (Performance).
You also gain proficiency with whips. When attacking with a whip, you roll its damage with a d6 instead of a d4. You may also use a whip as the spellcasting focus for your Bard spells.
Master of the Whip
Once per turn, when you take the Attack action using a whip, you may choose to perform a Whip Stunt against a target.
Expend one use of your Bardic Inspiration. Your range is increased by 5 for this attack. Roll the die and add its value to the attack roll. If the attack succeeds, deal normal damage and choose one of the following effects.
Distract - The thunderous crack of your whip momentarily tests the focus of your target. The target makes a Wisdom saving throw against your spell save DC. On a failure, you choose whether the target:
- has Disadvantage on the next attack or ability check they make before the end of their next turn, OR
- immediately rolls another Concentration check against your spell save DC.
Disarm - The stinging lash of your attack threatens your opponent's grip. Choose an item the target is holding. The target makes a Strength saving throw against your spell save DC. The target has advantage on the roll if they are holding the item with two or more hands. On a failure, the item is dropped to the ground at a distance of 10 feet in a direction you choose.
Trip - Deftly coiling your whip around the ankle of your opponent potentially pulls their feet from under them. The target rolls a Dexterity saving throw against your Spell Save DC. They have advantage on this roll if they have more than two legs, and automatically succeed if they have no legs, or are currently flying, swimming, or prone. On a failed save, the target is knocked prone.
Master of the Crowd
As the Master of Ceremonies, you have the privilege and responsibility of steering the audience's attention from one act to the next, as well as zealously promoting the incredible feats of "your" performers. Starting at 6th level, you may expend one use of your Bardic Inspiration to begin a performance that lasts until the beginning of your next turn.
Creatures you choose within 30 feet of your target must make a Charisma saving throw against your spell save DC. Creatures who cannot either see or hear you automatically succeed. Choose a friendly creature other than yourself. Creatures who fail this save have Disadvantage on perceiving or attacking targets other than your chosen target, and friendly creatures other than your target have Advantage on Saves against spells cast by the failing creatures.
Roll the Bardic Inspiration die. Your target gains temporary hit points equal to the value rolled.
The Greatest Showman
Starting at 14th level, when you roll a Bardic Inspiration die as part of one of your whip Stunts or for Master of the Crowd, you may roll the die twice and choose the higher value.
Previous Versions
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