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PERFORMER sly tcfling gives a smirk to the audience as he jules his three swords upon the oaken stage. The audience cheers and gasps as he Feints {dropping the sword only to catch it firmly with his tail He dabs the sweat from his brow as he takes his bow and coin, the crowd leaves rejuvenated, filled with delight and wonder, ‘Assmall gnome sits in her tent lit only by the fickering light ofa twisted brass candelabra, She shulfles her deck of elongated, eloquently crafted cards as she mutters an incantation in a forgetten tongue. Her patron sits in awe as the voice of the gnome tells their fortune directly into their bewildered mind. A graff halfore tightens their bandana and wipes the blood, sweat, and salty ocean spray from their grime-covered face. ‘They yell orders to the crew of their ship, their voice powerful ‘enough to be heard over the fracturing of wood and explosion of cannons. Their crew sings back chants of admiration, heeding the half ores orders with an intense determination and shipload of respect. MUNDANE IN A MAGICAL WoRLD In the fantastical worlds of D&D, it can seem like everything is fueled by magic. What hope does a regular shmuck have to offer in such a world? Determination and teamwork. Similar to their magical cousin the Bard, Performers thrive on their ability to be a strong team player and inspire (or intimidate) their allies. Though they make excellent entertainers, charlatans, and diplomats on their own, Performers truly thrive when placed with friends they can lead, cheer on, oF otherwise motivate, to go beyond their limits and achieve the impossible, (CREATING A PERFORMER Performers are meant to fila very broad trope and therefore do not contain many common traits with other performers. What connects them all iTanything, is their versatility and social aptitude. Consider why your performer gained these ‘two traits. Have they always been blessed with the ability to talk their way out of any situation, no matter the circumstance? Perhaps their prescence bids others to their will not because of charming words or outward beauty but rather the dangerous and intimidating aura they give off Perhaps your performer is not innately socialable at all but rather had to be in order to make a living as an entertainer or con.artist "Next, try to picture the mettiod your performer employs to ‘grow and achieve their goals. Are they keen to books? ‘Studying history and polities to always know what to say and who to say it 6? Or maybe they prefer to learn by doing, secking out indivuals of particular talents and convince them to teach their skills? Maybe your performer has connections by happenstance, whether that be a past mentor that can vouch for your valor and integrity or favors from nobles and knights bought with your exuberant wealth? Work with your DM to decide why your performer is knowledgeable and how they can continue to master their skills of choice. Lastly, decide what reason your performer has for joining the life of adventure, Maybe adventure is simply a way of life Perhaps you worked for a travelling circus that never stayed in one town for more than a night or two and so your used 10 the travelling life and couldn't imagine anything else. Maybe adventuring is simply a means to an end, away to garner ‘connections and favors from folks aeross the world that will ‘serve you well when you're the lead diplomat of your home ‘country. Your performer could have been thrusted out oftheir life of wealth and status and forced to see the open road, for better or worse. Whatever the reason, make sure your perfomer is willing and able to join the party and experience adventure for all that it's worth, Cass FEATURES ‘Asa performer, you gain the following class features, ‘Hr Ponts Hit Dice: 148 per performer level Hit Points at 1st Level: 8+ your Constitution modifer Hit Points at Higher Levels: 1d8 (or 5)+ your Constitution ‘modifier per performer level ater Ist ‘PROFICIENGIES ‘Armor: Light Armor Weapons: Simple Weapons, hand crossbows, longswords, rapiers, shortswords Tools: Choose (a) Three musicals instruments of your choice, (0) Two artisan tools of your choiee, oF (c) Gain an additional language Saving Throws: Dexterity, Charisma ‘Skills: Choose any three EQuieMenr You start with the following equipment, ‘equipment granted by your background addition to the + (@)a rapier, (b) a longsword or (¢)any simply weapon + (@)a diplomat’ pack, (b) an entertainer’s pack, ()a disguise kit + (@) any musical instrument, (b) any artisans tool or (c) a forgery kit + Aleather armor or a dagger PERFORMANCE Dice Asa performer you have access to a number of dice equal to double your Charisma modifier. These dice area d6 but ‘change when you reach certain levels in this class. The die becomes a d8 at Sth level a d10 at 10th level and a d12 at 15th. These dice are used to fuel your actions as a performer. Adie is lost once it is expended and you regain all dice on a Jong rest. You can use these dice in two ways, performers inspiration and performance arts. Some features may require «Performance Save DC, this DC is 8+Proficiency BonustCharisma Modifier. ‘THE PERFORMER Proficiency Level Bonus Vst 42 Features Performance Dice (46) Performers Inspiration, Performance Arts, Break Morale Quick Wit, Jack of all = Expertise, Performers Tradition Ability Score Improvement Performance Dice (48), The Show Must Go On Tradition Feature ‘Tranquil Response Ability Score Improvernent Self Assured Performance Dice (410) Reliable Inspiration Ability Score Improverrent Seasoned Performer Tradition Feature, Motivational Speech Performance Dice (412), ‘Amour-Propre Ability Score Improvement Timeless Tradition Ability Score Improvement, Superior Inspiration Magnetic Personality PERFORMERS INSPIRATON You can inspire others with your presence and words. To do 0, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you, provided they can also understand the Language you are speaking. That creature gains one of your Performance die, doing so expends the die. ‘Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can roll the 420 before deciding to use the Performer Inspiration die, but ‘must decide before the DM says whether the roll succeeds or fails. Once the Performers Inspiration die is rolled, itis lost. However, ifthe dic is rolled but the attack, ability check or saving throw still fails, the creature can immediately gain temporary hit points equal to the number rolled. A creature can only have one Performers Inspiration die at a time. In addition to expending a Performers Die, you can only use this feature a number of times equal to your Charisma, modifier per long rest. PERFORMANCE ARTS You know of series of techniques that you can perform to tgve you an edge on the battlefield or otherwise provide you with an advantage when you need it. Choose 3 Performance arts options detailed at the bottom of the class sections, Performance arts are fueled by your Performance dice the ‘same as your Performers inspiration. You learn more Performance arts as you gain level in the class, as shown in the class table, BREAK MORALE You can sling a flurry of insults and verbal attacks at a creature that can hear and understand you. The creature ‘must make a wisdom saving throw against your performance. DC. Ona fail they take 1d4 psychic damage and have disadvantage on their next attack roll This damage increases to 2d4 at Sth level, 3d4 at 11th level and 4d4 at 17th level [ACK OF ALL TRADES Starting at 2nd level. you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your profiency bonus. Quick Wir Also at 2nd level you gain the ability o provide aid to your allies in a timely manner. Asa member ofthe charismatic ot ‘you're used to thinking quick and acting quicker, you can now use the Help Action as a bonus action a number of times ‘equal to your proficiency bonus which resets on a short or long rest EXPERTISE At 3rd level, choose two of your skill or tool proficiences.. Youutr proficiency bonus is doubles for any ability check you ‘make that uses either of the chosen profiencies. At 10th level, you ean choose another two skill oF tool proficiencies to gain this benefit PERFORMERS TRADITION At 3rd level you learn to specialize your skills and gain knoweldge and wisdom from a perfomers tradition of your choice, which are detailed atthe end ofthe class description. Your choice grants you features at 3rd level and again at 6th and 14th level, ABILITY SCORE IMPROVEMENT ‘When you reach 4th level and again at 8th, 12h, 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. PERFORMERS VERSATILITY ‘Whenever you reach a level inthis class that would grant you an ability score improvement, you can choose to replace one. roficency being effected by your expertise feature with another of your proficiencies and you may alsa choose to replace one Performance art you know with another. ‘THE SHow Must Go ON Beginning when you reach Sth level you regain all of your expended Performance Dice when you finish a short or long, rest TrangQuit RESPONSE Ar7th level you gain the ability to perform under pressue help your allies when do the same, Whenever someone you can ‘ee within 30 ft of you is charmed or frightened you can use your reaction to make a persuasion check of DC 10+Spell Level or 10*The creature's charisma modifier ithe effect is not caused by a spell. On a success, the effect fails. Once a creature has been the target of this feature they cannot be targeted by it again for a 24 hour perioe. You can use this, ‘effect a number of times equal to your proficiency bonus ‘which resets on a short of long rest. SELF-AsSURED ‘When you reach 9th level in this clas, you have advantage on, saving throws to resist the charmed and frightened ally, you have resistance to psychic RELIABLE INSPIRATION [At Ith levek your inspiration incites success and disuages failure. Whenever an inspired creature expends an inspiration die, they can roll twice and take the better roll SEASONED PERFORMER [Ar 13th level you gain an additional Performance Die per short rest and your Performance DC increases by 1. You gain ‘one more Performance Die as well as another +1 increase to your DC at level 17 MOTIVATIONAL SPEECH At L4th level your ability to motivate knows no bounds. Yo ‘can give a speech to a number of people equal to your proficiency bonus for 1 minute. Afier your inspiring words, ‘each person gains temporary hit points equal to one roll of your Performance die plus your charisma modifies, though this feature does not expend a Performance die. You can use this feature once per long rest. AMmouR-PROPRE ‘When you reach 15h level in this class, you gain proficiency ‘with Wisdom Saving throws if you dont already have it ‘TIMELESS TRADITION [At 18th level you lean the lesson that all performers do; you. are only as strong as you are versatile, choose a different tradition than the one taken at level 3 You gain that tradition's level 3 abilities as ifyou were taking it forthe first time. SUPERIOR INSPIRATION At 19th level you are always prepared to inspire your allies. If you roll initiative with no performance dice you regain hal of your maximum. MAGNETIC PERSONALITY ‘When you reach 20th level in this class, your charisma score goes up by 2 as does your maximum for this score. ‘Additionally, any temporary hit points given toa creature by your class features can stack. PERFORMERS TRADITIONS No performer takes the same approach to obstacles however, the following archetypes emcompass some ofthe traditons that perfomers learn and utilize. ORATOR Orators serve as politicians, diplomats, translators, nom: storytellers, and spoken word historians. Quick with their tongue and always knowing what to say, these folk often are trusted by all who they engage with, even if they ought not to be. They are experts in flowery prose, persuasive mantras, and deceptive whispers. ADDITIONAL PROFIENCIES When you choose to adopt this tradition choose one language and race. You know that language and have advantage on (ory, arcana, and religion checks to uncover traditions and, legends from that races’ eulture, Additionally, choose history arcana, oF religion to gain proficiency with. Ifyou are already. proficient with all three, choose one to gain expertise in ‘FAMILIAR TALE Starting at 3rd level when you take this tradition you may spend 1 minute indulging an individual on their homeworld or culture. Make a Charisma based History, Arcana, or Religion check depending on the nature of the story. This roll is opposed by the individual's Insight check. On a success, you may expend a Performers Die to add the number rolled toany persuasion or deception check made against the individual for the next number of minutes equal to your charisma modifier. Once you use this feature you cant use it again until after a short or long rest. Additionally, an individual cannot have this feature used on them more than once in a 24 hour period ‘Strver TONGUE ‘Starting at 3rd level when you take this tradition you are a ‘master at saying the right things at the right time, When you ‘make a Persuasion or Deception check you can choose to treat a roll of 9 or lower (Except Natural 1') asa 10. You can, do this a number of times equal to half your perfromers leve! rounded down, per long rest. ‘UNFAILING INSPIRATION At 6th level, your inspiring words are so persuasive that fothers feel driven to succeed, When a creature adds one of your Performer’ Inspiration dice to its ability check, atack roll. or saving throw and the roll fails, the creature can keep the Performer’s Inspiration die. Ifthe creature does this they ‘cannot sill add temp hp equal to the dices roll as the dice is not expended, SHARE THE HOARD Also at 6th level, you gain the ‘Share the Wealth’ performance art if you don't know it already. Additionally, when you use this performance art you can share a language proficiency as ‘well asa skill proficiency and if you have expertise with the chosen skill so do the ereatures that you share it with, INFECTIOUS INSPIRATION ‘At 4th level when you successfully inspire someone, the power of your words can now spread to someone else. When ‘creature within 60 feet of you adds one of your Performers Inspiration dice to its ability check, attack roll or saving throw and the roll succeeds, you can use your reaction to ‘encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Performers Inspiration die without expending a Performers Inspiration die, ‘You can use this reaction a number of times equal to your Charisma modifier (minimum of once) and you regain all ‘expended uses when you finish a long rest. ScoUNDREL ‘Scounciels often find themselves amongst the ranks of freelance mercenaries, gladiator-iyle entertainers, and ‘swashbuckling pirates. Either by skating through the Daltlefeld like an elegant dancer or grtting their teeth with brash sincerity, Scoundrels often display extreme talent on and off the battlefield. They are experis in skillful movement, vicious strikes, and quick reactions, ADDITIONAL PROFIENCIES ‘When you choose to adopt this tradition you gain proficiency ‘with medium armor, shields, and martial weapons. additionally, choose athleties or acrobatics to gain proficiency ‘with. I'you are already proficient with both of these, choose ‘one to gain expertise in, BOoLsTeRINc WoRDS ‘Starting at 3rd level when you take this tradition whenever You use your action or bonus action to take the help action for an allies attack you may expend a performer's die to add the ‘number rolled to the allies damage roll. Once you use this feature you cant use it again until you take a short or long, rest FicaTine Sryie Due to your training with not only words but with weapons ‘you gain a fighting style. At 3rd level, you may pick between the Thrown Weapon, Dueling, Defense, TwoWeapon Fighting, Unarmed Fighting, and Archery Fighting Styles. Exrra ATTACK AL th level you may attack twice instead of once when you take the attack action. Compar INcENUITY At th level, you gain the Combat Inspiration performance art ifyou don’t know it already. Additionally, when you use this performance art your allies gain a bonus to their roll equal to half your Performer level BOLSTERING ACTIONS At 14th level you gain the ability demonstrate your skill on the battlefield and lead by example. Whenever you reduce an ‘opponent to 0 hit points you can immediately inspire a creature you can see without the need to expend a performers die, Additonally, both your attacks and the attacks ‘of any ally inspired by you critically hit more often. Ifthe attack would normally crit on a 20.itinstead crits on a 19 or 20, etc ENCHANTER a Cer ills with the arcane abilities. These performers see magic as a supplement to their craft, another tool to be used at their disposle, not the main focus oftheir power: in Performers choose to holster t SPELLGASTING When you reach 3rd level you gain the ability to cast spells. See chapter 10 for general spellcasting rules and chapter 11 for the Bard spell lis. (Cantrips You learn three cantrips: message and two other cantrips of your choice from the bard spell fist. You learn another bard cantrip of your choice at 10th level Spell Slots The Enchanter Spelicasting table shows how ‘many spells slots you have to cast your spells of Ist level and higher. To cast one of these spells, you must expend a slot of the spells level or higher. You regain all expended spell slots ‘when you finish a long rest. For example, ifyou know the Lstlevel spell charm person and havea Istlevel and a 2nd/-level spell slot available, you ‘can cast charm person using either slot. ‘Spells Known of Ist-evel or Higher You know three Ist level bard spells of your choice, two of which you must choose from the enchantment and divination spells on the bard spell ist. The Spells Known column of the Enchanter Spelleasting table shows when you learn more bard spells of Ist level or higher. Each ofthese spells must be an enchanment or divination spell of your choice, and must be of a level for ‘which you have spel slots. For instance, when you reach 7th, level inthis lass you can learn one new spell of Ist or 2nd level You can use any musical instrument or set of tools that ‘you are proficient with a spelicasting focus for your bard spells. ‘The spells you learn at 8th, 14th and 20th level can come from any school magic. Whenever you gain a level in this class, you can replace one of the bard spells you know with another spell of your choice from the bard spell list. The new spell must be ofa level for ‘which you spell slots, and must be an enchantment or divination spell, unless you're replacing the spell you gained at Sth, 14th, oF 20th level Spellcasting Ability Charisma is your spelicasting ability for your bard spells, since your spells are an extension of your performances. You use your Charisma whenever a spell refers to your spelleasting ability In addition, you use your Charisma modifier when making an attack roll with one. ‘Spell Save DC Performance DC Spell attack modifier = your proficiency bonus + your Charisma modifier ADDITIONAL PROFICIENCES ‘When you choose to adopt this tradition you gain proficiency, in either Arcana or Insight. Ifyou are already proficient with both of these, choose one to gain expertise i, ENCHANTING WHISPERS ‘Starting at 3rd level whenever you cast Message the spell is altered in the following ways: ‘+ The casting time is a bonus action instead of an action, ‘© Regardless ofthe language you whisper the message the message is translated into a language that the target ccan understand, provided you can also understand that language. Whenever they respond, their respond is. similary translated back to the language of the original message, ‘+ This spell can target a number of ereatures equal to half of ‘your Performer level rounded down. InstrcTrve CHARM At 6th level you gain the ability to glimpse into the mind of an ‘oppenent and redirect their attacks. When a creature within 30 feet of you that you can see targets you or any inspired ally 30 feet of you, you can force it to make a wisdom saving throw: On a failure you can redirect their attack to any creature_you can choose within the attackers range. Ifo other creatures are in the attackers range the attack is made ‘with disadvantage. You can use this feature once per long rest or until you cast an enchantment spell of firs level or higher. with FRACTURE MoRALE Also at 6th level you learn the Break Morale Performance art ifyou don't know it already In additon, this performance art ‘counts as a bard spel for you for any feature that would apply, but it cannot be the target of counterspell. Whenever you target a ereaturing which is concentrating on a spell, in addition to the disadvantage on their next attack rol the target has disadvantage on the concentration check as a ‘result of the damage from this spell ENCHANTER SPELLCASTING Performer Cantrips Spells ell Slots, Level Known Known Ist 2nd 3rd 4th ard 3 302-5 2H 4th 3 403 5 7 = Sth 3 43 - -- 6th 3 iw = <4 7th 3 5 4 2 8th 3 2 oth 3 a Voth 4 De ie th 4 eS 12th 4 9 43 7 = 1th 4 a ee Vath 4 wo 43 2 — 1sth 4 aCe cee ee Véth 4 ie aa 2 1th 4 aaa ose eee Vsth 4 Te 4 °s yee — 1th 4 2a eae 20th 4 ee 3 sae ‘VisceRrat WHISPERS AAC Lath level, you gain additional ways to alter the mind of target when they are affected by Message. When you use a bonus action to-cast Message choose one ofthe following. effects to place on them. + You temporarily take control ofthe targets mind causing, the target to immediately moves up to half its movernent ‘asa reaction, ina direction you choose. You reach in a shut of the sense ofthe target. The target is blinded or deafened (your choice) for the next minute. You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them, You cause the target to take a glimpse into the near future {granting it advantage on all Dexterity, Intelligence, and, Wisdom saving throws for the next minute, + The targets gain vulnerablity or resistance (your choice) to pyschic damage until the end of its next turn. Once you've used this feature you can‘ use it again until you Finish a short or long rest or until you cast a 4th level enchantment spell PERFORMANCE ARTS BRANDISHING ATTACK When you take the attack action you can choose to add your charisma modifier to your damage roll Ifyou do this, all attacks against you have advantage until the start of your next, ten, CLEVER STRIKE Whenever you have advantage on an attack roll or are within S5ft of an inspired ally, you can add a Performance Die to your ‘damage without the need to expend a die. Additionally, you ccan expend a die o add another die of damage to the attack. COMBAT INSPIRATION ‘Whenever you inspire a creature you may choose to expend two Performance Dice instead of one. Additionally you may spend a bonus action to expend a Performance Dice on a ature you've already inspired. Any creature inspired in this way can use their inspiration in two additional ways. They ‘can expend their inspiration and add the number rolled to the ‘damage on an attack they just made, or they can use their reaction when they're targeted by an attack to add the number rolled to their AC. ConFIDENce Key You don't ust knows the saying, you live by it. When attempting to pass yourself off as a person of higher importance and renown than yourself (at DM diserecion) you ‘can add a performance die to the performance rol, without the need to expend one. Curtinc Worps Asa reaction, you can expend a Performance Die to subtract the number rolled from an Ability Check, Attack, or Saving Throw a creature within 60 f of you has made. You must do this after the rol is macle but before the DM has said whether ‘or not the check succeeds or fails ENTERTAINMENT WEEKLY ‘Whenever you take a short rest you can allow a number of creatures up to your charisma modifier to add a performance die to their hit dice. You roll the performance die once, and apply it toll creatures. Ifa ereature were to regain to full from doing this, any leftover hit points can be taken as temporary hp. Doing this uses one performance die Force oF PERSONALITY ‘Whenever you make a deception, persuasion, or intimidation check you can expend a Performance Die to add the number rolled to the check. FLOWING DANCE ‘You move with purpose and yet without pattern. After moving atleast half your movement speed you can expend a Performance Die to add the number rolled to your AC until the start of your next turn. Using this art takes no action GIANT Steps You can expend a Performance Die to Dash as a Bonus Action until the end of your next turn, Using this artis a part ‘of the Bonus Action used to dash, Not my Tempo. Be it by slinging insults or passionate prose you inspire those around you when moving, Choose a number of ereatures equal to your proficiency bonus within 60 ft of you that you can see, aS a bonus action you may expend one performance die to add 5ft to their movement speed. Additionally, this bonus speed ignores dificult terrain. This bonus lasts for one hour. The bonus to movement goes up as you gain levels in this class to LOft at § 15ft at 10, 20% at 15, and 25ft at 20, SHARE THE WEALTH {As an action, you can expend a Performance Die to grant a number of ereatures equal to your proficiency bonus proficiency with a skill you are proficient with, This feature lasts until you use it again or for 1 hour SHATTER MORALE Whenever you use your Break Morale feature you can add your charisma modifier to the damage.

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