Bard
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 proficiency in Acrobatics and Entertaining. If you already have proficiency in one of the two or both, double the bonus.

Trained Animal

At 3rd level, you learn to use your magic to create a powerful bond with a creature that becomes your animal companion. Choose a beast that is Medium size or less and has a Challenge Level equal to or less than 1/4. You can also obtain a trained animal from an egg found to the DM's discretion. Your DM might pick one animal for you, based on the surrounding terrain and on what types of creatures could be in the area.

Your trained animal has competence in Entertaining and Intimidation, as it is competent in every saving throw of its tamer. Use the tamer's Proficiency statistic and have a AC equal to 10 + Proficiency + Dexterity or Constitution modifier (as desired) until he wears no armor.
Add your Proficiency bonus to attack rolls, damage rolls, as well as any saving throw 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 when you command the beast to perform the Attack action.

If the beast dies, you can get the hel of another one 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. With 8 hours of a ritual that nedds you to play the instrument you are proficien with, you can call your companion’s spirit and use your magic to create a new body for it even if you do not possess any part of its body. You can have only one Trained Animal at time.

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 a Hit Dice for healing, just like a character.

Shriek

When your trained animal reaches level 6, he learns to use its bonus action to emit a high-pitched cry. Choose up to 5 creatures within 18 meters of your pet that can hear it; they must overcome a contested Wisdom saving throw with your CD (10 + Proficiency + Charisma) or be terrified by your trained animal for 1 minute. Once this skill is used, the animal must take a short or long rest to reuse it.

Spirit of Survival

When your trained animal reaches level 9, he becomes proficient in all saving throws.

Feral Choreography

When you reach 3rd level, 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 trained animal gains advantage against the next attack from the same enemy that has been hit by the tamer.

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