Barbarian
Base Class: Barbarian

Thrill Crowds and Fight with Panache
Gladiators, wrestlers, circus performers. All fight to thrill audiences. In turn, captivated audiences are what fuel the Entertainer.

Level 3: Spellcasting

You have learned to cast spells.

Cantrips. You know three cantrips: Minor Illusion and two other cantrips of your choice from the Bard spell list.

Whenever you gain a Barbarian level, you can replace one of your cantrips, except Minor Illusion, with another Bard cantrip of your choice.

When you reach Barbarian level 10, you learn another Bard cantrip of your choice.

Spell Slots. The Path of the Entertainer Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a Long Rest.

Path of the Entertainer Spellcasting
  —Spell Slots per Spell Level—
Barbarian Level Prepared Spells 1 2 3 4
3 3 2 — — —
4 4 3 — — —
5 4 3 — — —
6 4 3 — — —
7 5 4 2 — —
8 6 4 2 — —
9 6 4 2 — —
10 7 4 3 — —
11 8 4 3 — —
12 8 4 3 — —
13 9 4 3 2 —
14 10 4 3 2 —
15 10 4 3 2 —
16 11 4 3 3 —
17 11 4 3 3 —
18 11 4 3 3 —
19 12 4 3 3 1
20 13 4 3 3 1

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 Bard spells.

The number of spells on your list increases as you gain Barbarian levels, as shown in the Prepared Spells column of the Path of the Entertainer Spellcasting table. Whenever that number increases, choose additional Bard spells until the number of spells on your list matches the number in the Path of the Entertainer Spellcasting table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Barbarian, your list of prepared spells can include five Bard spells of level 1 or 2 in any combination.

Changing Your Prepared Spells. Whenever you gain a Barbarian level, you can replace one spell on your list with another Bard spell for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for your Bard spells.

Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Bard spells.

Level 3: Showtime!

You thrive in front of an audience. You gain proficiency in Performance.

Additionally, while at least 3 other creatures can see you:
- You can cast spells and concentrate on spells even while Raging.
- You have advantage on Performance checks.

Spotlight!

As a bonus action, you can spotlight another creature within 60 feet that you can see. When you do, choose one effect:
Hero Lighting. The creature adds a number of d6s equal to your Rage bonus to their next d20 test.
Villain Lighting. Until the end of your the next turn, any attacks against the creature have advantage.

You may have one spotlight active at a time. You can use this feature a number of times equal to your Charisma modifier and regain all uses after a long rest.

Level 10: Signature Move!

You perfect a Signature Move. Choose two options from the Signature Options table. This becomes your Signature Move. Once per turn, while Raging, when you hit with an attack roll or spell attack roll, you can use your signature move as part of the attack.

You can use this feature a number of times equal to your Charisma modifier (minimum 1) and regain all uses after a long rest. You may change Signature Options during a short or long rest.

Saving Throws. If an Option requires a saving throw, the DC equals 8 plus your Strength or Charisma modifier (your choice) and Proficiency Bonus.

Barrel Roll

You spin as part of your attack, causing creatures within 5 feet of you to make a Dexterity saving throw. On a failure, they drop what they are holding.

Body Slam

The target makes a Strength saving throw. On a failure, it is knocked prone, as long as it is not more than one size larger than you.

Chokehold

If the target is grappled by you, it is also unable to speak until the end of its next turn or it is no longer grappled by you.

Confetti

Rose petals, paper confetti, or some other decorative element fills the air in a 20 foot cube of your choice within 60 feet of you. The confetti stays in the air until the end of your next turn and makes the area lightly obscured for creatures of your choice.

Crowd's Roar

You gain temporary hit points equal to the number of creatures within 60 feet of you who can see you (minimum 1).

Dropkick

The target makes a Strength saving throw. On a failure, it is knocked back 15 feet, as long as it is not more than one size larger than you.

Elemental Charge

Your damage becomes either acid, cold, fire, lightning, or thunder.

Encore

If your attack dropped a creature to 0 hit points, you can move up to 15 feet and make an additional attack.

Oomph

Add an additional damage die to the attack.

Pyrotechnics

Choose one creature within 60 feet who can see your attack. They make a Wisdom saving throw. On a failure, they become frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Ruthlessness

If the attack is against a bloodied creature, the creature makes a Constitution saving throw. On a failure, they are unable to regain hit points until the end of your next turn.

Team Up

You use your reaction and choose one ally within 30 feet. That ally can make one weapon attack as a reaction.

Level 14: Showstopper!

Your Signature Move now includes one additional Signature Option (for a total of three). Additionally, it does extra damage equal to your Barbarian level as long as the number of creatures who can see you is greater than your proficiency bonus.

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