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Habitat: Any; Treasure: Implements, Individual

Performer legends are celebrities known across nations, continents, or worlds. Their prestige might grant them access to the heights of society, or they might use their performances to manipulate audiences. Performer legends usually have signature traits or talents that set them apart from other entertainers, such as a distinct voice, incredible athleticism, or a unique manner of dress. They often travel with a retinue of other performers, guards, or noble patrons.


Performers

From royal courts to village squares, skilled entertainers hone their talents and delight audiences. Some travel far, sharing tales and demonstrating mysterious arts. Others serve in the courts and theaters of great nations, cultivating celebrity and navigating the whims of patrons. Many hone professional secrets and magical flourishes, striving to make their performances truly unforgettable.

Use the following list of entertainers and roles to inspire the performers in your adventures:

  • Acrobat

  • Actor

  • Aerialist

  • Animal trainer

  • Athlete

  • Burlesque artist

  • Busker

  • Circus performer

  • Comedian

  • Contortionist

  • Dancer

  • Daredevil

  • Jester

  • Juggler

  • Magician

  • Mentalist

  • Mime

  • Minstrel

  • Mourner

  • Oral historian

  • Poet

  • Puppeteer

  • Ritualist

  • Stage fighter

  • Storyteller

  • Throat singer

  • Town crier

  • Trick rider

  • Vocalist

  • Wrestler

Welcome, one! Welcome, all! Welcome to the short, and welcome to the tall! Welcome angels, welcome fiends, welcome to all from walks between! Welcome to the Carnival!
—Tindal, carnival barker

Actions

Multiattack. The performer makes three Bejeweled Baton attacks.

Bejeweled Baton. Melee Attack Roll: +9, reach 5 ft. Hit: 10 (2d4 + 5) Bludgeoning damage plus 10 (3d6) Psychic damage.

Majestic Song. Wisdom Saving Throw: DC 17, each creature in a 20-foot-radius Sphere centered on a point within 120 feet. Failure: 22 (4d8 + 4) Psychic damage, and the target has the Charmed or Frightened condition (performer’s choice) until the end of the performer’s next turn. Success: Half damage only.

Spellcasting. The performer casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17):

At Will: Mage Hand, Minor Illusion, Prestidigitation

1/Day Each: Major Image, Project Image

Reactions

Warding Charm. Trigger: A creature hits the performer with an attack roll. Response—Wisdom Saving Throw: DC 17, the triggering creature. Failure: The attack roll misses the performer, and the target has the Charmed condition until the end of the performer’s next turn.


Performer Legend

Medium or Small Humanoid, Neutral
  • Armor Class 20
  • Hit Points 162 (25d8 + 50)
  • Speed 30 ft.
  • Initiative +9 (19)
STR
12 (1)
DEX
20 (5)
CON
14 (2)
INT
15 (2)
WIS
16 (3)
CHA
20 (5)
  • Saving Throws Str +1, Dex +9, Con +2, Int +6, Wis +7, Cha +9
  • Skills Acrobatics 13, Athletics 5, Perception 7, Performance 13, Stealth 9
  • Senses passive Perception 17
  • Languages Common plus two other languages
  • Challenge 10 (5,900 XP)
  • Habitat Any
  • Treasure Implements, Individual

Actions


  • Multiattack. The performer makes three Bejeweled Baton attacks.
  • Bejeweled Baton. Melee Weapon Attack: +9 to hit, reach 5 ft., One Target. Hit: (2d4 + 5) Bludgeoning damage plus (3d6)Psychic damage.
  • Majestic Song. *Wisdom Saving Throw:* DC 17, each creature in a 20-foot-radius Sphere centered on a point within 120 feet. *Failure:* 22 (or [[4d8 + 4]] (4d8 + 4)) Psychic damage, and the target has the Charmed or Frightened condition (performer’s choice) until the end of the performer’s next turn. *Success:* Half damage only.
  • Spellcasting. The performer casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17): At Will: Mage Hand, Minor Illusion, Prestidigitation 1/Day Each: Major Image, Project Image

Reactions


  • Warding Charm. *Trigger:* A creature hits the performer with an attack roll. *Response*—*Wisdom Saving Throw:* DC 17, the triggering creature. *Failure:* The attack roll misses the performer, and the target has the Charmed condition until the end of the performer’s next turn.
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