Base Class: Wizard
Shifting his gaze between the ink infused with his skin and the enemies charging his loyal companion, a wild-eyed tiefling releases a wave of magic that surges up in him, through him, and out from him in a mighty blast of lightning.
As fire dances in her palms an elf opens her eyes to watch the flow of the battlefield and begins her rhythmic chant. She releases the flame from her hands that turns into a dancing inferno around her foes.
Brown eyes watch intently as the air begins to fill with dancing lights; a grin, a laugh, a dance. A human performs as though he's in front of royalty but it's just the corpses of his enemies foolish enough to think he was nothing more than a Jester.
Circus Tamers carry a magical tattoo conferred upon them by the Circus Troupe the belong too. Drawing on the knowledge pass down through the Troupe, Circus Tamers weave magic that deceive as well as destroy. Their whimsical spells can't be studied any more than one can learn to live a legendary life. Anyone can join a troupe but no one chooses to be the tamer; it chooses them.
Master of Deception
When you choose this sub-class at 2nd level; you have advantage on any Chrisma checks against any creature that does not know you are disguised, while wearing a disguise. Your Troupe Mask also counts as a disguise while wearing it.
You learn the minor illusion cantrip and it doesn't count towards your spells known.
When you learn a new Wizard cantrip you may instead learn a Bard cantrip of your choice. Any cantrips learned this way count as a Wizard cantrip for you.
Phantom Performer
Through the practice of performing for different audiences, throughout the world, you've become a master actor.
Able to trick anyone into falling for your performances; they are focused on what you want them to, not what they should be.
You gain Mirror Image and it doesn't count towards your spell slots. You can only use this once per long rest.
Hypnotic Gaze
Starting at 3rd level, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed.
On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.
Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.
Beast Handler
At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your wizard level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points.
The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use a bonus action (gained with this feature) to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action.
If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.
While traveling through your beast's favored terrain, you can move stealthily at a normal pace.
If the beast dies, you can obtain a new companion by spending 8 hours magically bonding with a beast that isn’t hostile to you and that meets the requirements.
Exceptional Handler
Beginning at 6th level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn.
In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Benign Transposition
Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.
Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.
Phantom Self
Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Alter Memories
At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature’s understanding so that it remains unaware of being charmed.
Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can’t exceed the duration of your enchantment spell
Share Spells
Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.
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Posted Nov 25, 2019This sub-class is going to be removed because I will be making a new 'summoner' sub-class for the wizard. The Circus Tamer will be moving to the Bard sub-class. This change will occur by the end of the week 11/29/2019
Thank you for taking the time to play my homebrew class!