JNAProductions
2017-06-29, 12:24 AM
HIT POINTS
Hit Dice: d8
Hit Points at 1st Level: 8+Constitution Modifier
Hit Points at Higher Levels: 1d8 (5)+Constitution Modifier
PROFICIENCIES
Armor: Light
Weapons: Simple weapons, Martial Weapons
Tools: Any three musical instruments or other performing devices
Saving Throws: Charisma and Wisdom
Skills: Performances and any three others
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-Any instrument
-Any two weapons (and 20 pieces of ammo, if appropriate)
-Leather armor
-A Diplomat's Pack or an Entertainer's Pack
The Performer
Level
Proficiency
Bonus
Features
1st
+2
Performance Lite, Charming Defense, Expertise
2nd
+2
Cunning Action, Performances
3rd
+2
Archetype
4th
+2
Ability Score Improvement
5th
+3
Extra Attack
6th
+3
Expertise
7th
+3
Performance Mk II
8th
+3
Ability Score Improvement
9th
+4
Archetype Feature
10th
+4
Reliable Talent
11th
+4
Dance Of Death, Performance Mk III
12th
+4
Ability Score Improvement
13th
+5
Archetype Feature
14th
+5
Heartsight, Expertise
15th
+5
Evasion
16th
+5
Ability Score Improvement
17th
+6
Archetype Feature
18th
+6
Performance Mk IV
19th
+6
Ability Score Improvement
20th
+6
The Grand Performance
Charming Defense-At level 1, your AC may equal 10 plus your Dexterity modifier plus your Charisma modifier.
Expertise-At level 1, you gain Expertise in Performance and any one other skill you have proficiency in. Gain two more at level 6 and two more at level 14.
Performance Lite-At level 1, you gain the Vicious Mockery cantrip, using Charisma as your spellcasting modifier.
Performances-At level 2, you gain a myriad set of performances. Each one may be used once per encounter-in effect. Any short period of rest (not an actual short rest) of at least one minute lets you perform the practice and relaxing needed to refresh your performances.
At level 1, you have the following performances available:
Mock II-You may cast Vicious Mockery using your bonus action.
Look At Me! Look At Me!-Make a Performance check as an action, contested by everyone within 120' Insight checks. On a failure, they have disadvantage on Perception checks to notice anything but you.
Look Away-Make a Performance check as an action, contested by a Wisdom save, on a single target within 30'. On a failure, the target is Frightened of you until the start of your next turn.
Entrancing Dancing-Make a Performance check as an action, contested by a Wisdom save, on up to Proficiency modifier targets within 60' of you. On a failure, the target is Charmed by you until the start of your next turn, and must spend their movement coming closer to you while Charmed.
Cunning Action-At level 2, you may use your Bonus Action to Dash, Disengage, or Hide.
Archetype-At level 3, gain your archetype! You gain new archetype features at levels 9, 13, and 17.
Ability Score Improvement-At all the usual levels.
Extra Attack-At level 5.
Performance Mk II-At level 7, you improve your performances, gaining a new suite.
They are as follows:
Mock III-You may cast Vicious Mockery as a bonus action. (Note that this is separate from Mock II, allowing you to use this AND Mock II in one encounter.)
Battle Dance-Make a Performance check as a bonus action. Any one ally may substitute one of their attack rolls for your Performance check after rolling their attack, but before the result is announced. (Note that this CANNOT score a critical hit, even if the result of your Performance check is a nat 20.) This may be used any time before the start of your next turn. If no ally used it, you may repeat this performance.
Shielding Song-Make a Performance check as a bonus action. Any one ally may substitute their AC for your Performance roll against a single attack. This may be used any time before the start of your next turn. If no ally used it, you may repeat this performance.
Saving Grace-Make a Performance check as a bonus action. Any one ally may substitute their saving throw for your performance roll against a single spell or other effect. This may be used any time before the start of your next turn. If no ally used it, you may repeat this performance.
Reliable Talent-At level 10, whenever you roll 9 or lower on a skill you have proficiency or Expertise in, treat it as a 10 instead.
Dance Of Death-At level 11, you may add your proficiency bonus to any damage you deal as psychic damage.
Performance Mk III-At level 11, you improve your performances again, gaining yet more abilities.
You gain the following new performances:
Mock IV-You may cast Vicious Mockery as a bonus action.
Surge Of Power-Make a Performance check. Divide the result by 5. Any ally may use that as a bonus on any single check made before your next turn.
Melody Of Despair-Make a Performance check as an action, as opposed by the Insight check of every enemy within 30'. On a failure, they are Frightened of you until the start of your next turn.
Death Knell-Make a Performance check as an action. Deal that in psychic damage to all foes within 60'.
Heartsight-At level 14, you learn to gaze into the hearts of men. You can, as a bonus action, use your Heartsight on anyone within 60'. You immediately determine their general emotional state, what can be done to make them happier, and gain advantage until the start of your next turn on any Insight checks against them, and any skill checks made to make them happier (such as Deception, to tell a comforting lie, or Performance, to cheer them up with a song).
Evasion-At level 15, you now take half damage on a failed save from Dexterity (save for half) abilities, and no damage on a success.
Performance Mk IV-At level 18, you improve your performances again, gaining yet more abilities.
You gain the following new performances:
Mock V-You may cast Vicious Mockery as a bonus action.
What's Gonna Work?-As a bonus action, trigger a state of teamwork. Any foe attacked by you or an ally grants advantage to all other attacks made against them until the start of your next turn.
Toll The Doomsday Bell-Make a Performance check, targeting one foe within 120'. If they have less than three times that many hit points, they instantly die.
Sundering Song-Make a Performance check, as opposed by the Constitution saving throw of one foe within 120'. On a failed save, their equipment is sundered, rendering it useless.
The Grand Performance-At level 20, you may choose to repeat any performance up to three times. (That is, three total repeats. So you can do Mock V four times, but you could not then repeat any other performances, or you could do Death Knell Twice, Toll The Doomsday Bell twice, and Surge Of Power twice.)
Archetypes
Night Walker
Sultry Performances-At level 3, you become more adept at the oldest profession. Your AC improves by 1 while using Charming Defense, as your, ahem, "charm" improves.
The Night Protects-At level 9, you become more inured to the insults of the world. You gain resistance to psychic damage, and any time you use a performance, you may reduce the next source of damage you take by your proficiency modifier.
Madam Of The House-At level 13, you are truly composed, poised, and in command. You gain immunity to the Charmed and Frightened conditions.
Lady Of The Night-At level 17, your AC improves by 1 more (for 2 total), and you gain resistance to any four damage types of your choice. You may change which five every short rest.
Day Player
Jolly And Germane-At level 3, you become a beacon of hope and inspiration. Any time you use a performance, one ally within 60' gains Temporary HP equal to your proficiency bonus.
80s Hair Metal Band-At level 9, your performances rock SO HARD. So hard, in fact, that any time you perform them, you deal your proficiency modifier in psychic damage to any one enemy within 60' when you do one.
Rock On!-At level 13, your brightness is such that you grant advantage on saves against being Charmed or Frightened to all allies within 20' (including yourself).
Consummate Performer-At level 17, you are never less than stellar. You may cast Glibness once per short rest, using Charisma as your spellcasting modifier.
Hit Dice: d8
Hit Points at 1st Level: 8+Constitution Modifier
Hit Points at Higher Levels: 1d8 (5)+Constitution Modifier
PROFICIENCIES
Armor: Light
Weapons: Simple weapons, Martial Weapons
Tools: Any three musical instruments or other performing devices
Saving Throws: Charisma and Wisdom
Skills: Performances and any three others
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-Any instrument
-Any two weapons (and 20 pieces of ammo, if appropriate)
-Leather armor
-A Diplomat's Pack or an Entertainer's Pack
The Performer
Level
Proficiency
Bonus
Features
1st
+2
Performance Lite, Charming Defense, Expertise
2nd
+2
Cunning Action, Performances
3rd
+2
Archetype
4th
+2
Ability Score Improvement
5th
+3
Extra Attack
6th
+3
Expertise
7th
+3
Performance Mk II
8th
+3
Ability Score Improvement
9th
+4
Archetype Feature
10th
+4
Reliable Talent
11th
+4
Dance Of Death, Performance Mk III
12th
+4
Ability Score Improvement
13th
+5
Archetype Feature
14th
+5
Heartsight, Expertise
15th
+5
Evasion
16th
+5
Ability Score Improvement
17th
+6
Archetype Feature
18th
+6
Performance Mk IV
19th
+6
Ability Score Improvement
20th
+6
The Grand Performance
Charming Defense-At level 1, your AC may equal 10 plus your Dexterity modifier plus your Charisma modifier.
Expertise-At level 1, you gain Expertise in Performance and any one other skill you have proficiency in. Gain two more at level 6 and two more at level 14.
Performance Lite-At level 1, you gain the Vicious Mockery cantrip, using Charisma as your spellcasting modifier.
Performances-At level 2, you gain a myriad set of performances. Each one may be used once per encounter-in effect. Any short period of rest (not an actual short rest) of at least one minute lets you perform the practice and relaxing needed to refresh your performances.
At level 1, you have the following performances available:
Mock II-You may cast Vicious Mockery using your bonus action.
Look At Me! Look At Me!-Make a Performance check as an action, contested by everyone within 120' Insight checks. On a failure, they have disadvantage on Perception checks to notice anything but you.
Look Away-Make a Performance check as an action, contested by a Wisdom save, on a single target within 30'. On a failure, the target is Frightened of you until the start of your next turn.
Entrancing Dancing-Make a Performance check as an action, contested by a Wisdom save, on up to Proficiency modifier targets within 60' of you. On a failure, the target is Charmed by you until the start of your next turn, and must spend their movement coming closer to you while Charmed.
Cunning Action-At level 2, you may use your Bonus Action to Dash, Disengage, or Hide.
Archetype-At level 3, gain your archetype! You gain new archetype features at levels 9, 13, and 17.
Ability Score Improvement-At all the usual levels.
Extra Attack-At level 5.
Performance Mk II-At level 7, you improve your performances, gaining a new suite.
They are as follows:
Mock III-You may cast Vicious Mockery as a bonus action. (Note that this is separate from Mock II, allowing you to use this AND Mock II in one encounter.)
Battle Dance-Make a Performance check as a bonus action. Any one ally may substitute one of their attack rolls for your Performance check after rolling their attack, but before the result is announced. (Note that this CANNOT score a critical hit, even if the result of your Performance check is a nat 20.) This may be used any time before the start of your next turn. If no ally used it, you may repeat this performance.
Shielding Song-Make a Performance check as a bonus action. Any one ally may substitute their AC for your Performance roll against a single attack. This may be used any time before the start of your next turn. If no ally used it, you may repeat this performance.
Saving Grace-Make a Performance check as a bonus action. Any one ally may substitute their saving throw for your performance roll against a single spell or other effect. This may be used any time before the start of your next turn. If no ally used it, you may repeat this performance.
Reliable Talent-At level 10, whenever you roll 9 or lower on a skill you have proficiency or Expertise in, treat it as a 10 instead.
Dance Of Death-At level 11, you may add your proficiency bonus to any damage you deal as psychic damage.
Performance Mk III-At level 11, you improve your performances again, gaining yet more abilities.
You gain the following new performances:
Mock IV-You may cast Vicious Mockery as a bonus action.
Surge Of Power-Make a Performance check. Divide the result by 5. Any ally may use that as a bonus on any single check made before your next turn.
Melody Of Despair-Make a Performance check as an action, as opposed by the Insight check of every enemy within 30'. On a failure, they are Frightened of you until the start of your next turn.
Death Knell-Make a Performance check as an action. Deal that in psychic damage to all foes within 60'.
Heartsight-At level 14, you learn to gaze into the hearts of men. You can, as a bonus action, use your Heartsight on anyone within 60'. You immediately determine their general emotional state, what can be done to make them happier, and gain advantage until the start of your next turn on any Insight checks against them, and any skill checks made to make them happier (such as Deception, to tell a comforting lie, or Performance, to cheer them up with a song).
Evasion-At level 15, you now take half damage on a failed save from Dexterity (save for half) abilities, and no damage on a success.
Performance Mk IV-At level 18, you improve your performances again, gaining yet more abilities.
You gain the following new performances:
Mock V-You may cast Vicious Mockery as a bonus action.
What's Gonna Work?-As a bonus action, trigger a state of teamwork. Any foe attacked by you or an ally grants advantage to all other attacks made against them until the start of your next turn.
Toll The Doomsday Bell-Make a Performance check, targeting one foe within 120'. If they have less than three times that many hit points, they instantly die.
Sundering Song-Make a Performance check, as opposed by the Constitution saving throw of one foe within 120'. On a failed save, their equipment is sundered, rendering it useless.
The Grand Performance-At level 20, you may choose to repeat any performance up to three times. (That is, three total repeats. So you can do Mock V four times, but you could not then repeat any other performances, or you could do Death Knell Twice, Toll The Doomsday Bell twice, and Surge Of Power twice.)
Archetypes
Night Walker
Sultry Performances-At level 3, you become more adept at the oldest profession. Your AC improves by 1 while using Charming Defense, as your, ahem, "charm" improves.
The Night Protects-At level 9, you become more inured to the insults of the world. You gain resistance to psychic damage, and any time you use a performance, you may reduce the next source of damage you take by your proficiency modifier.
Madam Of The House-At level 13, you are truly composed, poised, and in command. You gain immunity to the Charmed and Frightened conditions.
Lady Of The Night-At level 17, your AC improves by 1 more (for 2 total), and you gain resistance to any four damage types of your choice. You may change which five every short rest.
Day Player
Jolly And Germane-At level 3, you become a beacon of hope and inspiration. Any time you use a performance, one ally within 60' gains Temporary HP equal to your proficiency bonus.
80s Hair Metal Band-At level 9, your performances rock SO HARD. So hard, in fact, that any time you perform them, you deal your proficiency modifier in psychic damage to any one enemy within 60' when you do one.
Rock On!-At level 13, your brightness is such that you grant advantage on saves against being Charmed or Frightened to all allies within 20' (including yourself).
Consummate Performer-At level 17, you are never less than stellar. You may cast Glibness once per short rest, using Charisma as your spellcasting modifier.