Showman (5e Class)

SHOWMAN

An Elf pauses while walking a trail tilts her head as a group of bandits approach, summoning her leopard pet at her side and commanding it to attack.

A figure heavily obscured by shadow in a corner of a tavern smirks as he has just won at a game of cards, the loser pulls a dagger and attacks, only to hit nothing as smoke takes the place of the once solid swindler.

Although more akin to tricksters and entertainers, Showman have an immense amount of control over the premise of fate and combat as a result. Able to summon allies in the form of beasts, wield powerful unique bound weapons and even minor spellcasting ability, Showman truly run the show. Being the limelight comes natural and they thrive off feats and skills that showcase their talents in a flashy and extravagant way.

Creating a Showman

When creating your character, answer these questions.
Why did you choose to be an entertainer?
How did you learn your abilities?
How do you entertain?
What lifestyle do you live?

Quick Build

You can make a Showman quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan background.

Class Features

As a Showman you gain the following class features.

Hit Points

Hit Dice: 1d8 per Showman level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Showman level after 1st

Proficiencies

Armor: Light Armor, Medium Armor
Weapons: Simple Weapons
Tools: All Gaming Sets, Two Artisan's Tools of your choice
Saving Throws: Dexterity and Charisma
Skills: Choose three from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion and Sleight of Hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Choice of one Simple Weapon and a Hand Crossbow and 30 Bolts or (b) Choice of one Martial Weapon
  • (a) Choice of one Artisan's Tools or (b) Choice of musical Instrument or (c) Choice of Gaming Set
  • (a) Entertainer's Pack or (b) Burglar's Pack or (c) Explorer's Pack
  • If you are using starting wealth, you have 5d4 x 10 GP in funds.

Table: The Showman

LevelProficiency
Bonus
FeaturesCards
1st+2Cards, Spellcasting3
2nd+2Dice Addict, Smoke and Mirrors4
3rd+2Performance Act Feature, Loaded Dice5
4th+2Ability Score Improvement, Ambidextrous6
5th+3Eloquent Linguist, Up the Sleeve6
6th+3Performance Act Feature8
7th+3Double Down, Mist and Reflection8
8th+3Ability Score Improvement10
9th+4Helping Hand, Spotlight10
10th+4Performance Act Feature12
11th+4Center Stage12
12th+4Ability Score Improvement14
13th+5Final Act, Master of the Arts14
14th+5Performance Act Feature16
15th+5Misdirection, Shade and Silver16
16th+5Ability Score Improvement18
17th+6Ring Leader, Role Reversal18
18th+6Encore, Stacked Deck20
19th+6Ability Score Improvement20
20th+652 Pickup26

Cards

At 1st level, you gain a number of Cards equal to (the number listed in the above table). You use this resource to perform various Showman features. You gain all cards back after a long rest and a number equal to your (Charisma Modifier, Minimum of 1) after a short rest.

Spellcasting

Also at 1st level you have an innate ability to replicate spells that you have seen used by others, able to be casted by using your cards. Using an action you may invoke one of your Cards to cast any cantrip that you have seen casted at no cost other than a single playing card. This acts like a components pouch for the purposes of required materials. Charisma is your spellcasting ability for Spells

Dice Addict

Starting at 2nd level, you may burn a Card to re-roll a die for any reason, you must take the second outcome. This feature may be used 2 times in between short rests. Increasing to 4 times at level 8 and 6 times at level 14.

Smoke and Mirrors

Also at 2nd level, if an attack made against you deals damage, you may use your reaction to burn a card and teleport to an unoccupied space within 10 feet, that you can see. Opportunity attacks are not granted by teleporting

Performance Act

At 3rd level, you chose an Act of Performance. Choose between Illusionist, Beast Tamer, Gambler or Arcane Arms, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th level, 10th level and 14th level

Loaded Dice

Also at 3rd level you may burn a Card to add your Charisma Modifier once per roll to a roll you just made. You can use this feature a number of times up to your proficiency bonus, you regain all expended uses back on a long rest.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature

Ambidextrous

Starting 4th level you may now use your Spellcasting Cards as a bonus action

Eloquent Linguist

Starting at 5th level you may burn a card to add half your showman level rounded down to a (Performance, Deception or Persuasion) ability check. You use this once per long or short rest

Up the Sleeve

Also at 5th level you now regain 1 Card back up to your max when you land a critical hit

Double Down

Starting at 7th level you may burn a Card once per round to gain another reaction or bonus action

Mist and Reflection

Also at 7th level Smoke and Mirrors may now reduce damage by half rounded down and can teleport up to 15 feet away

Helping Hand

Starting 9th level as a bonus action you may burn a card to grant temporary hit points to you or an ally you can see equal to your CHA mod + the receiver’s CON mod

Spotlight

Also at 9th level when an attack is made against you or an ally that you can see, as a reaction, you may burn a Card to impose disadvantage on the attacker

Center Stage

Starting at 11th level as an action you may burn a card to force a creature you can see to make a WIS, save DC = 8 + your CHA mod, if the creature fails then it becomes stunned until the end of it's next turn

Final Act

Starting 13th level as an action you may burn any number of Cards and as an action or bonus action you may deal damage to a single creature you can see equal to 1d4 per card burned. You lose all cards burned and damage after the end of your next turn

Master of the Arts

Also at 13 level you gain proficiency in one of your choice from Deception, Insight, Persuasion, Performance or Slight of hand. If you are already proficient in all these skills, then you may double your proficiency bonus on a single one, when applicable

Misdirection

Starting 15th level when a saving throw is rolled by a creature you can see you may as a reaction burn a Card to cause disadvantage on the roll

Shade and Silver

Also at 15th level Smoke and Mirrors now reduces damage by half rounded down and can teleport up to 30 feet away

Ringleader

Starting 17th level you chose an attribute that you would like to raise by two, up to 20, this can be swapped for different attribute during a long rest

Role Reversal

Also at 17th level as an action you may burn a Card to remove one condition aside from unconscious, petrified and exhaustion from any creature, ally or yourself you can see. As a bonus action, within the same turn, you may burn another card to transfer the removed condition to yourself ally or a different creature you can see

Encore

Starting 18th level when you or an ally takes fatal damage and you have at least 5 cards, you may use your reaction to burn all remaining Cards to reduce that damage by 1d6 per Card burned

Stacked Deck

Also at 18th level when you land a Critical hit, you may burn two Cards to roll 3 dice or triple the damage instead. The cost increases by two cards each time it's used but resets after a long rest

52 Pickup

Upon reaching 20th level when you have at least 10 available cards and an attack hits you, as a reaction you may burn all Cards to cause all damage dealt from that attack to also be applied onto the attacker as Force Damage and you take only half the damage dealt

Acts of Performance

Starting at 3rd level you chose a Performance Act Choose from Illusionist, Beast Tamer, Gambler or Arcane Arms. Each Act's features are listed below

Illusionist

You have focused time into mastering your Casting Cards and as such have found out how to cast higher level spells with them, as well as using them for pure damage as a last resort.

Cartomancy

When you select this Act at 3rd level You gain a better understanding of how to cast spells using your Cards and are now able to cast 1st level spells as well at the cost of 2 Cards per spell

Advanced Cartomancy

Starting at 6th level, you are now able to cast 2nd level spells at the cost of 4 Cards

Improved Cartomancy

Starting at 10th level, you are now able to cast 3rd level spells at the cost of 6 Cards

Tarrot Deck

Also at 10th level, You now add your Showman level to your total max amount of Cards

Expert Cartomancy

Also at 14th level, you are now able to cast 4th level spells at the cost of 8 Cards

Beast Tamer

Being around animals have always made you feel more yourself, you can now summon one and command it at will

Companion

Starting when you select this Act at 3rd level, you have a beast that you have a special bond with and may summon it as an action by burning a Card and can unsummon it as a free action. Your beast must be of CR rating 1 or less when you choose it and gains additional bonuses to all stats based on your proficiency bonus. You assign it a role from the list below when you take this Act at 3rd level. As a bonus action you may control the beast and may both move and perform an action available to the beast by default or one from its selected role. This beast does not get any opportunity attacks. If reduced to 0 HP, you may only summon it again after a short or long rest.(Tank/Brawler/Assassin/Disabler)

Role Trait

Starting 6th level, Your beast gains a Trait based on it's role. Tank=If your beast is within 10 feet of you any attack against you has disadvantage / Brawler= If your beast attacks and does not move on this round your beast may make an additional attack at disadvantage/ Assassin=The first attack that hits after being summoned gains advantage/ Disabler=If your beast's attack lands, the targets speed is halved on their next turn

Role Trait 2

Starting 10th level, Your beast gains a Trait based on it's role. Tank=If you start the round within 10 feet of your beast, both it and you have 5 temporary hit points that refresh at the start of your turn/ Brawler=At the start of your turn your beast heals 1d4 hit points/ Assassin=The first attack after being summoned deals additional damage equal to your Showman level / Disabler=Your beast may make an attack at disadvantage if successful the target's speed is 0 on their next turn

Role Upgrade

Also at 10th level, You may now summon your beast as an action for free or as a bonus action by burning a card.

Role Trait 3

Starting 14th level, Your beast gains a Trait based on it's role. Tank=While within 5 feet of your beast allies have 5 temporary hit points as well, refreshing at the start of your turn / Brawler=Your beast no longer gains disadvantage on it's additional attack from previous role trait / Assassin=If you or your beast reduces a creature to 0 hit points your beast may move and attack at disadvantage as a free action regardless of previous actions / Disabler=As an action your beast may attempt to restrain a target, target must make a STR or DEX save DC=8+Beasts STR mod in order to escape, the beast may choose to preform an unarmed attack 1d4 without releasing the target instead of move.

Gambler

Playing games has always been your specialty and now you control your own fate at the table, cards, coins and dice are at your command

Marked Deck

Starting when you select this Act at 3rd level, you may burn a Card to gain advantage on a check or saving throw, this must be determined before rolling

Throwing Cards

Also at 3rd Level you also gain the ability to throw your cards as ranged weapons, which you are proficient with. Throwing Cards have a range of 20/40 and deal 1d6 Piercing Damage and use your Dex mod for an attack modifier.

Coin of fate

Starting at 6th level, as an Action you may burn a Card and roll a D10 or flip a coin (heads=even/tails=odd), any attack made against you until the start of your next turn must match the number rolled as being even or odd, after modifiers, otherwise it misses(if you roll a 2 or lands on heads, then the attack total must be an even number to hit) Even if the number doesn’t beat your AC it still hits for half DMG if the number matches

Improved Throwing Cards

Starting at 10th level, throwing Cards have a range of 30/50 and deal 1d8 Piercing Damage

Card Shark

Also at 10th, when you roll a natural 20 in any situation you now regain 1 card. You now gain cards equal to your Charisma modifier when you roll a critical hit during an attack.

Roll the Dice

Also at 10th level, when you or an ally is attacked on either damage or chance to hit you may use your reaction to burn a Card and force a re-roll, they must take the second outcome

Custom Dice

Starting 14th level, when you make a roll of dice for any reason (attack/dmg/checks/throws/ect) you may burn a Card to re-roll the whole roll of dice but you must take the second outcome. This increases in cost by one Card each time used but resets on a long rest

Perfect Throwing Cards

Also at 14th level, throwing Cards have a range of 40/80 and deal 1d10 Piercing Damage

Arcane Arms

You have always been a fighter at heart and as such you have bonded with a special weapon imbuing it with your essence, using it to massive effect in the heat of combat.

Bound Weapon

Starting when you select this Act at 3rd level when you chose this Act, you bond with a weapon and destroy it in the process. Your bound weapon can be summoned and dispelled just as you draw a normal weapon at the cost of one Card each summon and has all default non magical properties of the weapon bound at base level. You may bond with a different weapon once per long rest, but may only have one bound weapon set at anytime.(This becomes two sets at level 10) Depending on what weapon you bond to, different feats will be given as you gain levels in this archetype. Examples include, One Handed(rapier), Dual Wield(sword and dagger), Two Handed(great axe), Thrown(thrown melee or shuriken), Shot(bow or crossbow) If the weapon can be more than one of these types, you gain all feats of the weapons type as long as the weapon is being used in that way for the attack.(Dagger can be Thrown, Dual Wielded and One Handed, but it can have one feature at a time.)

Bound Feature

Starting 3rd level when you bond with a weapon, you gain a feature based on your bound weapon type. One Handed=Add a +1 to hit and an additional 1d4 damage / Dual Wield=When you land an attack you may make another attack with disadvantage / Two Handed=When you make an attack you may chose to deal half damage and knock back the target 5 feet directly away from you / Thrown=You no longer gain Disadvantage past your optimal weapon range / Shot=When you make an attack you may chose to deal half damage now and full damage again next round by detonating the projectile.

Setup

Starting 6th level, as an action you may burn a Card to attack with your bound weapon, if the attack hits you deal no damage and mark the target with Set Up. Every subsequent successful physical attack (not spells) from any source (ally/terrain/poison/ect) adds a point to the mark. The mark lasts till consumed or the creature dies. The mark loses all points when it dispels. You have advantage when attacking with your bound weapon against the marked target. As an action you may burn a Card to attack with your bound weapon, if the attack hits you consume the mark and roll an additional 1d4 damage per point of Set Up on the target

Bound Upgrade

Also at 6th level, Your bound weapon gains the stats of a +1 weapon

Bound Deck

Starting 10th level, If you deal the final blow to a creature using your bound weapon, you regain 1 card.

Bound Upgrade 2

Also at 10th level, Your bound weapon gains the stats of a +2 weapon

Bound Feature 2

Starting 14th level Your bound weapon feature upgrades. One Handed=Add a +2 to hit and an additional 1d6 damage / Dual Wield=When you land an attack you may make another attack / Two Handed=When you make an attack you may chose to deal damage and knock back the target 10 feet directly away from you / Thrown=Your weapon range doubles / Shot=When you make an attack you may chose to deal full damage now and full damage again next round by detonating the projectile.

Bound Upgrade 3

Also at 14th level, Your bound weapon gains the stats of a +3 weapon


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gollark: It produces RF directly, which you can run to smelting machines from other mods.
gollark: But 250kRF/t net. RF is subject to power creep.
gollark: It's actually RF or FE now, not EU.
gollark: Also the backup fission reactor, which was actually guaranteed nonexplosive and exploded zero times to the fusion reactor's three.
gollark: On said 1.12.2 server I had fusion reactors for that.
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