Ringmaster (5e Class)
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- 1 Ringmaster
- 2 Creating a Ringmaster
- 3 Class Features
- 3.1 Table: The
- 3.2 Fighting Style
- 3.3 Expertise
- 3.4 Showman's Path
- 3.5 Ability Score improvement
- 3.6 Extra Attack
- 3.7 Flashy Fighter
- 3.8 Jack of all Trades
- 3.9 Truly Inspiring
- 3.10 Strange Proficiency
- 3.11 Showman’s path
- 3.12 Entertainer Overlord
- 3.13 Fleet Foot
- 3.14 Action Surge
- 3.15 Effect Artist
- 3.16 Spellcasting
- 3.17 Weapon Bond
- 3.18 Bonus Language
- 3.19 War Magic
- 3.20 Magical Secrets
- 3.21 Magical Freedom
- 3.22 Tamer
- 3.23 Animal Handler
- 3.24 Bonus Proficiency
- 3.25 Commanders Understanding
- 3.26 Long grasp
- 3.27 Monster Handler
- 3.28 Demanding handler
- 4 Multiclassing
Creating a Ringmaster
As a you gain the following class features.
- Hit Points
Armor: All armor
Weapons: Quarterstaff, Whip, one-handed and Versatile Swords, Crossbows, Bows, Darts
Saving Throws: Dexterity, Charisma
Skills: Choose three skills from Acrobatics, Animal Handling, Athletics, Performance, Persuasion
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) leather, crossbow, and 30 bolts
- (a) one-handed weapon and shield or (b) versatile weapon
- (a) 25 darts or (b) longbow and 20 arrows
- entertainer’s Pack
|4th||+2||Ability Score Improvement|
|6th||+3||Ability Score improvement|
|7th||+3||Showman’s path Feature|
|8th||+3||Ability Score Improvement|
|10th||+4||Showman’s path Feature|
|12th||+4||Ability Score Improvement|
|13th||+5||Jack of all Trades|
|14th||+5||Ability Score improvement|
|15th||+5||Showman’s path Feature|
|16th||+5||Ability Score Improvement|
|18th||+6||Showman’s path Feature|
|19th||+6||Ability Score Improvement|
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later Get to choose again.
At 2nd level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 11th level, you can choose two more of your proficiencies.
At 3rd level to make your show greater and to add style to your way of fighting you may choose one of three paths. The exuberant Entertainer Overlord who commands all aspect of the show and in the way he fights, the awe inducing Effects Artists, who uses magic to woo and stun their audience, and the danger loving Tamer who and control all manner of beast.
Ability Score improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 9th level you now add half you Proficiency modifier to your damage if you make a melee attack with a finesse weapon
Jack of all Trades
Starting at 13th level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
You become a master of speech craft at 17th level you now have advantage on all charisma rolls and during three short rest between long rest you may give up to 4 creature temporary hit points equal to your level + Charisma Modifier + Proficiency Modifier
When you reach 20th level whenever you perform an act you are proficient in you may add some elemental effect such as making flames appear while jumping, or making you voice ring with the sound of thunder when talking, note you must ask Your DM if this affect effects your ability to perform the act. You may also make your Proficiency modifier do elemental damage of your choice.
You can use your bonus action to attack once
Starting at 7th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the Bard spell list.
Cantrips: You learn two cantrips of your choice from the bard spell list. You learn an additional bard cantrip of your choice at 10th level.
Spell Slots. The Effect Artist Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher: You know three 1st-level Bard spells of your choice, two of which you must choose from the abjuration and evocation spells on the Bard spell list. The Spells Known column of the Effect Artist Spellcasting table shows when you learn more Bard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be o f a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of 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 o f a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.
Spellcasting Ability: Intelligence is your spellcasting ability for your bard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
You learn 2 languages
Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Ringmaster table, or a cantrip. The chosen spells count as ringmaster spells for you and are included in the number in the Spells Known column of the Ringmaster table. You learn two additional spells from any class at 18th level.
At 15th level if you defeat an enemy with a spell you may cast another spell on that same turn
Effect Artist Spell list - Spell Slots per Spell Level --
|RingmasterLevel||#Known Cantrips||#Known Spells||1st||2nd||3rd||4th|
When you choose Tamer as your showman’s path at 3rd level you have the ability to have three creatures labeled as beast under your command one large, one medium, and one small to fit into one of these command slots. You do not receive these creatures when you level up you must encounter a creature that fits in one of these command slots and wield a shield and whip or make a purchase of one of these creatures. If you encounter a beast that fit in one of these command slots you must make an attack with a whip and then roll a d20 and add your animal handling Modifier the beast must make a d20 contested roll and add Wisdom, Intelligence, and charisma modifiers (note all negative modifiers are considered positive or this roll) plus add a number based on the creatures health. Whether you succeed or fail the creature takes damage. If the creature succeeds it continues to fight as normal, if you succeed then the creature in now under your control. You cannot control a creature that has 0 or less HP it cannot be controlled. Those that follow you will understand your commands and will remain loyal though you can dismiss your followers at any time.
|100 - 75||+20|
|74 - 50||+15|
|49 - 25||+10|
|24 - 1||+5|
When you become a Tamer at 3rd level, you gain proficiency with unarmed strikes, grappling, Shields, and nets.
When you reach 7th level You can understand the creatures under your command
when you reach 10th level you may use a whip to grapple an opponent at disadvantage and that is within the whips reach. Your opponent has advantage to break free
at 15th level you can now attempt to tame almost any creature not classified as celestial, shapeshifters, undead, giants, Orcs, Humanoid, or construct and have a challenge rating equal to or less then 5 unless your DM says otherwise
Your flashy fighter bonus is doubled if using a whip at level 18
Prerequisites. To qualify for multiclassing into the class, you must meet these prerequisites:
Proficiencies. When you multiclass into the class, you gain the following proficiencies: