Bard
Base Class: Bard

Bards of the College of Circuses are showman. The most prestigious showman that you would ever see. They go town to town, kingdom to kingdom showing wonders to everyone that attends the crowds. They are always wanting to be the centre of attention, always there to keep things moving and their whole philosophy is that the show must go on. They tend to be the ones that gather crowds to show everyone’s skills as they believe everyone has a right to show their true colours. They use their magic, performance and people skills to make the show the greatest. These bards are loyal to their friends and more loyal to their family, because once you’re in their show you are family, and these Circus performers would do anything for family. The shows  are loved by peasants, slaves, commoner, nobles and royals alike. They capture the audience with all sorts of acts, performances and even animals. This does not mean that the showman themselves cannot sing, in fact in the entire circus they still believe that they are the best act. These bards believe that you're not truly a performer if you're not in front of a massive crowd. 

Showman's essentials

Every circus performer needs to have the essentials. Being able to draw in your audience not just by your ability to perform but also with circus animals, by using the magic of a performing genius to summon these beasts.

Upon choosing this college at level 3 you gain the following. Proficiencies in both performing and animal handling, and by using a bardic inspiration die you gain the ability to summon circus beasts. These beasts have the stats of the chosen form however it is a celestial, fey or fiend. You can only use this ability once per long rest. Once the beast drops to 0 hp or you summon a new creature it will disappear. They will act independently but will always follow your command.

Level 3: Flying monkey, dolphin

Level 6: Horse

Level 14: Owlbear

Whip Cracker

Also when choosing this college at Level 3 you gain proficiency using the whip. You're able to use your whip in ways that no one has thought before. You can spend one Bardic Inspiration die and use one of the following traits with the whip.

Upon a successful hit you can try and disarm an opponent by wrapping their weapon with your whip. They must make a strength check DC=10 + Dex Modifier + Proficiency bonus, if they fail against your DC your opponents weapon will be pulled out of their hand. If the succeed the whip slips off of their weapon.

Using your whip you can make a loud crack distracting a creature of your choice. You can do this as a reaction: They must make a wisdom saving throw DC= 10 + Dex Modifier + Proficiency bonus or have disadvantage on their next attack; If the creature is concentrating they must make a concentration check or lose concentration.

Ringmaster

A circus performer may one day want to be able to run the show, becoming a ringmaster. Allowing beasts and fellow performers to jump through burning hoops. Being the centre of the show and making sure everything is going to plan. 

upon reaching level 6 you can use a bardic inspiration dice  to summon a flaming ring with an area of 10ft. You can either choose to use your action to throw the ring at an enemy by making an attack roll. They must make a dexterity saving throw against your spell DC. If they fail they take 4d6 fire damage and half that if they succeed. Or you can choose to have your allies jump through it as a portal, you can then summon the other flaming ring anywhere in 120ft that you can see. You can only use this ability once per long or short rest

The Greatest Showman

The Greatest Showman knows that everything can be used as a performance and that the show must always go on. Starting at Level 14 you can use a bardic inspiration dice to summon a massive circus tent covering that can span up to 200ft with a height of 150ft. This circus tent is in it's own pocket dimension thus not destroying anything on the current plane you are in. Whilst inside this tent  you can choose up to a maximum of your Charisma modifier + Proficiency Bonus (minimum 1) and they will have to make a wisdom saving throw against your spell DC or gain disadvantage on all attacks and spells, they can re-roll the Wisdom saving throw at the start of each of their turns. Alternately you can use this on non hostile creatures maximum of your Charisma Modifier + Proficiency Bonus  (minimum 1) and they must make the wisdom saving throw against your spell DC or you can freely cast the Charm Person spell on each of them. You can only use this ability once per long rest.

Previous Versions

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6/6/2019 5:21:50 AM
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