Base Class: Bard
The bards of the College of the Circus are entertainers even before being tamers, and this is easily understood from their way of performing, to say the least, unique. Their lifestyle is predominantly nomadic as they wander from city to city in search of audiences and adventures, becoming the focus of attention wherever they go.
This type of college is not taught in any school, but is "handed down" by the most experienced circus artists to the younger ones, and often each develops unique abilities with respect to their teacher. Precisely for this reason it is difficult to recognize the members of this college, unless they gather in large groups under the same tent to perform in different numbers. On these occasions it is not uncommon to see members of the most disparate races during their shows, just as the social class of those enjoying the shows is varied.
Born Acrobat
Starting at level 3, unless you are wearing armor or a shield, your AC is equal to 10 + Dexterity modifier + Charisma modifier. You also gain competence in Acrobatics and Entertaining. If you already have competence in one of the two or both, double the bonus.
Trained Animal
Starting at level 3, you can train an animal companion. Choose a beast that is Medium size or less and has a Challenge Level equal to or less than 1/4. It has competence in Entertaining and Intimidation, as it is competent in every saving throw of its master. Use the Master's Competence statistic and have a AC equal to 10 + Competence + Dexterity or Constitution modifier (as desired) until he wears no armor.
Add your Competence bonus to attack shots, beast damage rolls, as well as any saving or qualifying roll in which it is competent.
The beast obeys your commands to the best of its ability. He takes his turn at your initiative, although he does not perform any actions unless you give him instructions. During your turn, you can verbally command the beast where to move (no action required).
You can use your action to verbally command them to perform the actions Help, Attack, Disengage, Sprint, Dodge. Once you have obtained the Extra Attack privilege, you can make an attack with your weapon when you command the beast to perform the Attack action. If the beast dies, you can get the service of another by spending 8 hours magically tying yourself to another beast that is not hostile to you, of the same species as the previous beast or of a different species. If you are incapacitated or not present, your companion beast will act on its own, concentrating on defending yourself or itself. He will never need your commands to use his reactions, as in carrying out an attack of opportunity.
During a short rest the beast can spend Wounded Dice for healing, just like a character.
The animal earns additional bonuses once it reaches levels 6 and 9
Feral Choreography
Still at level 3, you learn to move so that your attacks become less predictable and more precise.
You gain the following benefits if you do not wear any armor and you have no shield:
- You can use Dexterity instead of Strenght for unarmed attacks;
- You can use a d4 instead of the basic damage for unarmed attacks;
- If you use an action to perform an Attack or to cast a spell, you can perform an unarmed attack as a bonus action once every short rest.
Extra Attack
Starting at level 6, you can attack twice, instead of one, whenever you use the Attack action during your turn.
Animal Inspiration
At level 6, your partner becomes a source of inspiration. When it uses the Help action on you or an ally for a hit roll or skill check, you or your ally can use a Bardic Inspiration die and add it to the d20 result. It can be used a number of times equal to the tamer's Charisma modifier before having to take a short or long rest.
You also learn to hit the opponent's weak points by mimicking the attacks of the animal companion; the die of your unarmed attacks becomes a d6.
The Main Event
At level 14 you can add your Charisma modifier to hit rolls and damage rolls for your unarmed attacks. In addition, the die of these attacks becomes a d8.
If you hit with an unarmed attack, your opponent must make a Wisdom saving throw . If he does not pass it, he cannot make opportunity attacks against the Tamer until his next turn.