Entertainer
A Shaman that has connected with an acclaimed Bard. The ancestor lends their skills and musicality in the ways of the Bard. Those that connect with an Entertainer ancestor tend to be gifted with music and a lover of entertaining others. An Entertainment Shaman’s magic is intertwined with the power of music.
| Level | Prepared Spells |
|---|---|
| 3 | Charm Person, Gift of Gab |
| 5 | Motivational Speech |
| 7 | Compulsion |
| 9 | Skill Empowerment |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 18 (+4) | 16 (+3) | 12 (+1) | 20 (+5) |
Subclass Features
Connection Spells
The connection you formed ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.
Bard Training
Your ancestor trains you in the way of the Bard. You gain proficiency with two musical instruments of your choice as well as any two skills.
Musical Spells
When you cast a leveled spell your spell is imbued with an inspiring melody. You choose one creature other than yourself within 60 ft of you who can hear you. That creature gains one Inspiration die, a D6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one D20 test it makes. The creature can wait until after it rolls the D20 before deciding to use the Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one Inspiration die at a time.
You can use this feature times per long rest equal to your WIS modifier (Minimum 1).
Blessing of the Shamanic Ancestor
Your ancestor blesses you greatly. You gain proficiency with DEX saving throws.
Greater Musical Spells
The power of music fills your being. When you use your Musical Spell feature your Inspiration die becomes 1D8.
Trained Expertise
Your ancestor gives you further training. You gain Expertise in any two skills you have proficiency in.
Learned Magical Secrets
You are taught many secrets that extend the variability of your spellcasting. You can learn spells from one additional school of magic.
Entertainer Stand
Your connection allows your ancestor to take on flesh again for brief periods to aid you. You can use one action to summon your ancestor in the form of an Entertainer Stand that acts after your turn in initiative and acts according to your direction for one minute. The Stand takes the form of a dapper Bard in splendid robes with a lyre and rapier. If you fall Unconscious your Stand takes the Dodge action on each of its turns or you can use a reaction to dismiss the Stand and remain at one hit point.
You can use this feature once per long rest.
Entertainer Stand
Medium Celestial
Armor Class: 16 (Studded Leather Armor)
Hit Points: 110
Speed: 30 ft
Damage Resistances: Non magical Bludgeoning, Piercing, or Slashing.
Condition Immunities: Charmed, Frightened, Grappled, Prone, Restrained
Senses: Darkvision 60 ft, Passive Perception 12
Languages: Understands the languages you speak
Proficiency Bonus: Equals your bonus
Actions
Entertainer Stand can cast any of the following spells with a spell save DC of 19 and a spell attack bonus of +11.
6/Summon: Healing Word, Silvery Barbs, Thunderwave
5/Summon: Cloud of Daggers, Phantasmal Force
4/Summon: Enemies Abound, Fear
Rapier: Entertainer Stand makes two attacks with their rapier with plus 10 to hit dealing 1D8 + 4 magical Piercing damage.
Inspiration 5/Summon: You choose one creature other than yourself within 60 ft of you who can hear you. That creature gains one Inspiration die, a D12.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one D20 test it makes. The creature can wait until after it rolls the D20 before deciding to use the Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one Inspiration die at a time.