Carnie (5e)

## CARNIE CLASS INFORMATION

Carnies are an interesting bunch, and in a way the essence of what an adventuring party is: a group of outcasts brought together for a common goal and found family. Their specializations very, but they all know how to put on a show. Their role in a party is widely varied, as many carnie features are widespread but shallow, allowing them to fill any role in a party, though not necessarily as well as another, more dedicated class would.

### Class Features

As a Carnie, you gain the following class features.

**Hit Points**

Hit Dice: 1d8 per Carnie level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Carnie level after 1st

**Proficiencies**

Armor: Light

Weapons: simple weapons

Tools: 1 from Dice sets, card Sets, or Thieves' tools, and 1 artisan tool or musical instrument of choice

Saving Throws: Dexterity, Charisma

Skills: Choose three from Acrobatics, Athletics, Arcana, Deception, Insight, Intimidation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

**Equipment**

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

* (a) two daggers or (b) any simple weapon
* (a) an Explorer's Pack or (b) an Entertainer's Pack
* (a) any set of artisan's tools or (b) any musical instrument
* Leather armor and two daggers

### Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

### Spellcasting

At 1st level, you learn to cast a very limited number of spells to enhance your abilities to entertain and deceive

###### Cantrips

You learn three cantrips of your choice from the Carnie spell list. You learn another Carnie cantrip of your choice at 10th level.

###### Spell Slots

The Carnie table shows how many spell slots you have to cast your Carnie 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 Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast Charm Person using either slot.

##### Preparing and Casting Spells

The Carnie table shows how many spell slots you have to cast your Carnie spells. To cast one of your Carnie spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Carnie spells that are available for you to cast, choosing from the Carnie spell list. When you do so, choose a number of Carnie spells equal to your Charisma modifier + half your Carnie level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level Carnie, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Carnie spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

###### Spellcasting Ability

Charisma is your spellcasting ability for your Carnie spells, since you learn your spells through dedicated study and memorization. You use your charisma whenever a spell refers to your spellcasting ability. In addition, you use your charisma modifier when setting the saving throw DC for a Carnie spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your charisma modifier.

Spell attack modifier = your proficiency bonus + your charisma modifier.

##### Ritual Casting

You can cast a carnie spell as a ritual if that spell has the ritual tag and you know the spell.

### Fighting Style

At second level, the Carnie gains a fighting style from the list below. At 9th, 11th and 17th level, you select another fighting style from the list.

* **Agile Fighting.** While you're wearing light armor and not wielding a shield, your movement speed increases by 5 feet and opportunity attacks made against you have disadvantage
* **Archery.** You gain a +2 bonus to attack rolls you make with ranged weapons.
* **Blind Fighting.** You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
* **Close Quarters Shooting.** When you make a ranged attack against a creature within 5 feet of you, you don’t have disadvantage on the attack roll. A creature also triggers an opportunity attack from you when it moves more than 5 feet away from you while you’re holding a ranged weapon. You use the ranged weapon for the opportunity attack.
* **Dueling.** When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
* **Interception.** When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
* **Focused Fighting.** You gain a +1 bonus to attack and damage rolls with weapons while you’re concentrating on a spell.
* **Light Weapon Fighting.** You gain a +2 bonus to damage rolls when you hit a creature with a weapon that has the light property.
* **Thrown Weapon Fighting.** You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
* **Two-Weapon Fighting.** When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
* **Unarmed Fighting.** Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

### Carnie Case

At 2nd level, the Carnie gains a Carnie case (either by creating one, discovering one, having one gifted to them, or some other means). The Carney Case is a magical chest that has unique properties that increases in power as the Carnie gains levels. These increases happen at levels 5, 9, 14, and 20

At 2nd level, the Carnie case has the following properties: The case always weighs 20 lbs. regardless of the contents within. The case can hold 50 lbs. +5 lbs. per Carnie level of items within. There is no volume limitation on this; so long as the weight is not exceeded, the items will fit. If the weight limit is exceeded, all of the items held within explode in a 30 ft. burst, scattering them harmlessly across the area. Retrieving an item from the case requires an action for the carney, or 1 minute for any other creature. Breathing creatures inside the case can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. It is also magically locked, requiring anyone who attempts to open it without your permission to make a Sleight of Hand check with a DC equal to 8+your proficiency bonus+ your charisma modifier.

At 5th level, it can hold 100 lbs.+ 10 per carnie level. Retrieving an item from the case can now be done as a bonus action for the Carnie. Additionally, you may use an action to pull a single non-magical item whose value does not exceed 1 gold per Carnie level from the case that was not in the case previously, spontaneously creating it. After using this feature, you cannot do so again until you complete a long rest. Finally, the case has a permanent Alarm spell on it. If dispelled, the alarm is replaced when you finish a long rest. The Alarm's range is increased by 1 mile per 2 Carnie levels.

At 9th level, it can hold 250 lbs.+ 25 per carnie level. You regain your ability to spontaneously create items on a short rest. Additionally, the value of the created items is increased to be 5 gold per carnie level, and you may spend 2 uses to produce a common magic item that does not require attunement. Finally, the case has a permanent Arcane Lock placed on it. If dispelled, the Arcane Lock is replaced when you finish a long rest.

At 14th level, it can hold 500 lbs.+ 50 per carnie level. You may use the ability to spontaneously produce an item a number of times equal to your proficiency bonus. You regain one use on a short rest, or all uses on a long rest. Additionally, the value of the created items is increased to be 10 gold per carnie level, and you may spend 4 uses of your ability to spontaneously produce items to instead produce an uncommon magic item that does not require attunement. Finally, the case has a permanent Glyph of Warding placed on it, except that it can move. The effective spell level is equal to 1/4th your carnie level, rounded down. If dispelled or triggered, it is replaced when you finish a long rest. You may choose between Explosive Runes or the Spell Glyph after each long rest, using any spell of the effective level available for the Spell Glyph option.

At 20th level, it can hold 1000 lbs.+ 100 per carnie level. You may use the ability to spontaneously produce an item a number of times equal to your proficiency bonus. You regain all uses after a short or long rest. You may create items that require attunement. Finally, the glyph of warding spell level is equal to half your carnie level, rounded down, and case has a permanent Symbol placed on it, except that it can move. If dispelled or triggered, it is replaced when you finish a long rest. You may choose which symbol after each long rest.

### Carnie Act

At 3rd level, you begin to specialize into a specific act that you become adept at. Choose one of the following Carnie Acts (Animal Tamer, Beard Bearer, Body Builder, Contortionist, Clown, Daredevil, Firebreather, Fortune Teller, Knife Juggler, Mime, Ringmaster, Rodeo Rider, Sideshow Freak, Snake Charmer, Stage Magician, Stilt walker, Swarm Wearer, Sword Swallower, Tattooed Artist, Toon, Trapeze artist, Ventriloquist).

Your Carnie Act grants you additional features at levels 7, 10, 15, and 18.

##### Act Spells

Each act has a list of spells-its act spells that you gain at the carnie levels noted in the domain description. Once you gain an act spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

If you have an act spell that doesn't appear on the carnie spell list, the spell is nonetheless a carnie spell for you.

### Ability Score Increase

When you reach 4th level, and again at 8th, 10th, 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.

### Cantrip Versatility (Optional)

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class’s Spellcasting feature with another cantrip from the carnie spell list.

### Expertise

At 6th level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 13th level, you can choose another two skill proficiencies to gain this benefit.

## Carnie Spell List

Spells marked with an asterisk are custom spells.

**Cantrips:** blade ward, control flames, dancing lights, friends, guidance, mage hand, mending, message, minor illusion, prestidigitation, thaumaturgy, vicious mockery

**1st level:** animal friendship, bane, bless, cause fear, charm person, command, compelled duel, comprehend languages, disguise self, distort value, expeditious retreat, feather fall, fog cloud, grease, heroism, identify, illusory script, jump, longstrider, sanctuary, sleep, unseen servant

**2nd level:** Aid, Blindness/Deafness, Borrowed Knowledge, Calm Emotions, Darkness, Darkvision, Detect Thoughts, Enhance Ability, Enlarge/Reduce, Enthrall, Find Traps, Fortune's Favor, Gift of Gab, Heat Metal, Hold Person, Immovable Object, Invisibility, Levitate, Locate Object, Mirror Image, Misty Step, Pass Without Trace, See Invisibility, Shatter, Skywrite, Suggestion, Warding Bond, Zone of Truth

**3rd level:** Aura of Vitality, Beacon of Healing, Bestow Curse, Catnap, Counterspell, Daylight, Dispel Magic, Enemies Abound, Fast Friends, Fear, Feign Death, Haste, Hypnotic Pattern, Incite Greed, Major Image, Motivational Speech, Phantom Steed, Remove Curse, Sending, Speak With Dead, Tiny Servant, Tongues

**4th level:** Arcane Eye, Charm Monster, Compulsion, Confusion, Fabricate, Freedom of Movement, Greater Invisibility, Hallucinatory Terrain, Mordenkainen's Private Sanctum,

**5th level:** Animate Objects, Awaken, Creation, Dominate Person, Dream, Far Step, Geas, Hold Monster, Legend Lore, Mislead, Modify Memory, Passwall, Seeming, Skill Empowerment, Teleportation Circle