Base Class: Illrigger
A devil in disguise, a trickster in plain sight, a collector of souls and master of the Carnival. Few have witnessed the entity behind the curtains, and fewer still have escaped unchanged.
Illriggers sworn to the Carnival Master do not merely inspire fear. They transform battle into a grotesque performance, binding enemies into the Master's spectacle and directing their companions like performers upon a stage. To the Carnival Master, terror and exhilaration are merely two sides of the same performance. Enemies are dragged unwillingly beneath the lights, while allies are swept up in the intoxicating thrill of the show.
The Carnival Master enjoys a good performance, and he always collects his due.
Reaper of the Show
3rd-Level Order of the Carnival Master Feature
The Carnival Master's influence allows you to draw creatures into his performance and harvest fragments of their souls.
You gain proficiency in Intimidation. If you are already proficient in Intimidation, you instead gain Expertise in it.
An enemy is considered part of your Show while it is interdicted by you or Frightened of you. An ally is considered part of your Show while it is Elated by one of your Order of the Carnival Master features. Once per turn when you deal weapon damage to an enemy that is part of your Show, you deal an additional 1d6 necrotic damage and gain temporary hit points equal to your Charisma modifier, with a minimum of 1.
Starting at 11th level, this additional necrotic damage increases to 2d6.
When you burn one or more seals on an enemy that is part of your Show, you can force that creature to make a Wisdom saving throw against your interdict save DC. On a failed save, the creature becomes Frightened of you until the end of your next turn. You can force this saving throw only once per turn.
Finally, when a hostile interdicted creature dies within 30 feet of you, its captured soul bursts violently from its body. Each enemy of your choice within 10 feet of it takes necrotic damage equal to your proficiency bonus and must succeed on a Wisdom saving throw against your interdict save DC or become Frightened of you until the end of your next turn. You can cause a soul to burst in this way only once per round.
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Invoke Hell: Carnival Master's Bargain
3rd-Level Order of the Carnival Master Feature
Your bargain with the Carnival Master grants you the following options when you use your Invoke Hell.
Master's Presence: As a bonus action, you allow the Carnival Master to peer through you for 1 minute, creating a 10-foot aura centered on yourself. Enemies within the aura have disadvantage on saving throws against becoming Frightened of you. Additionally, Frightened enemies treat the aura as difficult terrain.
The Rigged Game: When a creature that is part of your Show and that you can see within 30 feet succeeds on an attack roll or saving throw, you can use your reaction to invoke the Carnival Master's influence. The creature must reroll the d20 and use the new result. Reality briefly twists around the creature: cards change their faces, mirrors show impossible reflections, laughter echoes from nowhere, or the floor itself seems to shift beneath its feet.
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Thalias gift
7th-Level Order of the Carnival Master Feature
The Carnival no longer surrounds only you. Your companions become members of the cast, swept into its impossible rhythm as you learn to direct the performance around them.
The radius of your Master's Presence increases from 10 feet to 30 feet, and the range of your Rigged Game increases from 30 feet to 60 feet. While Master's Presence is active, all enemies that are part of your Show treat its aura as difficult terrain, whether or not they are Frightened.
You and allies of your choice (up to proficiency bonus) within Master's Presence become Elated (no action required). An Elated creature is part of your Show and can communicate telepathically with you and with other Elated creatures within the aura while you are conscious. At the end of another creature's turn, an Elated creature can use its reaction to move up to half its Speed without provoking Opportunity Attacks, dancing effortlessly to the rhythm of the Carnival.
A creature doesn't need to share a language with you to understand this telepathic communication, but it must understand at least one language. A creature ceases to be Elated when it leaves Master's Presence or when the aura ends.
Featured Performer. Once on each of your turns when you hit an enemy that is part of your Show with a weapon attack, you can choose one ally you can see within 30 feet of that creature. That ally becomes your Featured Performer until the start of your next turn. The first time the Featured Performer damages that enemy before the start of your next turn, the enemy takes additional damage equal to your proficiency bonus.
When this additional damage is dealt, the audience's excitement empowers you. The next time you hit that enemy with a weapon attack before the end of your next turn, the attack deals an additional 1d6 necrotic damage. You can deal this additional necrotic damage only once per round
Revelations
11th-Level Order of the Carnival Master Feature
The Carnival Master reveals what waits behind the curtain, and you ensure that another member of the cast is there to witness the revelation. Once per turn when you hit an interdicted creature with a weapon attack, you can burn one of your seals on that creature to inflict a Revelation in addition to the seal's normal damage.
Choose one ally you can see within 30 feet of the target.
That ally can immediately use their reaction to do one of the following:
- Make one weapon attack against the target.
- Cast a cantrip with a casting time of 1 action that targets the revealed creature.
If the attack or cantrip damages the target, it deals additional psychic or necrotic damage equal to your Charisma modifier. If the target is Frightened of you, the chosen ally doesn't need to expend their reaction to make the attack or cast the cantrip.
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Jack in the Box
15th-Level Order of the Carnival Master Feature
There comes a point in every great performance when the curtain must finally rise.
Once per long rest, as an action, choose an unoccupied space you can see within 60 feet. A colossal Manifested Terror tears its way into reality in that space.
The Manifested Terror lasts for up to 1 minute and requires your concentration, as if concentrating on a spell. The manifestation ends early if your concentration ends, if you are Incapacitated, or if you dismiss it (no action required). The Manifested Terror is a supernatural manifestation rather than a creature. It is intangible, doesn't occupy its space, and can't be attacked, damaged, grappled, restrained, forcibly moved, or otherwise directly affected by creatures or effects.
On each of your turns, you can move the Manifested Terror up to 40 feet to another space you can see (no action required).
Its appearance reflects whatever nightmare best suits the Carnival Master's current performance: an impossibly tall marionette, a laughing creature beneath a stained carnival sheet, a colossal jack-in-the-box, a masked ringmaster, or some other impossible horror.
The Audience Is Seated. When the Manifested Terror appears, choose a number of enemies you can see within 30 feet of it equal to your Charisma modifier, with a minimum of one. A spectral seal appears on each chosen creature. These seals don't expend your uses of Baleful Interdict, count as seals placed by you, and can be burned normally. A spectral seal disappears when it is burned or when the Manifested Terror disappears.
Behind the Curtain. While the Manifested Terror is present, you can place seals, burn your seals, and use your Order of the Carnival Master features as though you occupied either your own space or the Manifested Terror's space. Additionally, enemies within 20 feet of the Manifested Terror are considered part of your Show, while you and allies of your choice within 20 feet of it are Elated.
Manifested Nightmare. At the end of each of your turns, the Manifested Terror can attack one enemy that is part of your Show within 20 feet of it. Make a spell attack using your Charisma modifier and proficiency bonus. On a hit, the target takes 3d10 psychic or necrotic damage, your choice. If the target is Frightened of you, the attack instead deals 4d10 damage.
This attack is considered an attack made by you for the purposes of your Order of the Carnival Master features, but it can't trigger Manifested Nightmare again.
Previous Versions
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