As a Carney your job is is to help bring in cash for the comunity so that it can sustain itself and way of life independently.

But all that happens for the everyday vocals the real mission of the carnival happens in its side shows

Its here that they seek volunteers from the audience who might have magical talent. But more than that its here that armies and empires are built simply finding those few ultra powerful magi that society often tosses away

To handle this delicate job only the most promising of magi initiates to create the most outstanding of of spectacles.

Certain shows are only meant for certain audiences


Level 3 ability:

Card Artistry

Any deck of playing cards becomes a powerful magic relic.

Choose any magic book or arcane spell deck or magic book of your choice and the  of rare value. And for every bonus in your proficiency modifyer you can choose to add another special card to your deck. Cards for you to select include the folowing.

  • Jack of diamonds: use small objects of any kind as darts or dagger filled with  magic energy.
  • Queen of Diamonds: Perform card flourishes to bend shuffle and arange cards in different ways, When you cast a spell with cards and make a perform check and beat a DC of 17  you can dazzle two extra foes wisdom save or be stunned for one round
  • King of Diamonds: No matter what skill check you need to perform once per day you can role 3 d20s and take the best result to resolve the skill check
  • Jack of hearts. You can conjure this a person’s pocket with the Misty Step spell and a slight of hand check DC 15 you undo any unwanted spell affect or condition or magical malady from a person and regain a second level spell slot.
  • Queen of hearts: You can overcom injuries to souls that somebody might being experiencing with a slight of hand check DC 16 and a perform check DC dC 16 you can as a standard action use the dimension door spell to  conjure somebody from a cloak next to you from a cloak exactly the way they were in injured from the present days injuries and every other I’ll effect they are holding the queen of hearts card which is also tattooed on the underside of your forearm.
  • King of Hearts:  You swap places with any ally on the the battlefield if the ally is beneath 50% health you dont need to make skill checks(slight of hand DC 17) but you still need to use teleport spell as you apear you hold a valiant sword and a crown granting you a dodge bonus to AC equal to your your Charisma and intelligence combined.
  • Rainbow Joker: No matter what magical attack or spell like ability the enemy throws at you you convert it to harmless flowers slight of Hand DC 19
  • Ace of Diamonds: select a number red cards (1 per profiecenc bonus) between the 2 and 8. These scrolls can be created once per month and be made useable by anyone. Perform check DC 12 spell level
  • Ace of Hearts: If you make slight of hand check DC 21 you can perfectly replicate a 9th level spell of your choice. This spell must in some way. Heal, Defend, or Empower after this spell is used it cant be used for another year.

Level 6 Ability

Find The Red Ball

You have the ability to conjure a orb of energy from the moon of power or any magic source you hold sacred

The small to diminutive sphere behaves like both matter and energy. It can look like a simple object or a ball of red flame. You can  also embed them into objects or have them hover around you.

Here is a list of what each orb can do you may have one per proficiency  point in your bonus. And when conjured they can last 8 hours until unconjured

  • Mages guard : object grants alied spell casters + 2 to ac in 30 feet.
  • Mage surprise: objects that were near the sphere in allied hands can teleport to back to the owners who attuned to the magic object
  • Mage fire: Weapons bonded to sphere deal 1d6 radiant energy to fellons.
  • Mage furry: you may atack against with this the weapon bonded to sphere as a bonus action
  • Mages edge: bonded weapon does +3 to attack and damage and crits on a 19-20
  • Mage arows: bonded object conjures an acid arrow spell of a level 2 + 1 per duplicate sphere
  • Mage Snare: conjure one allied or object up to a mile towards you after bonding to the object
  • Mage switch: ball transforms into a rare magic object of your choice and back again at will.
  • Mages bluff: You can use the alter self spell on objects you have atuned to to  make them look like other things with a command word.
  • Mages Rebuke: you can store up 9 levels worth of spells in the sphere or the object its bonded to.

Level 9 Ability

The Genuine Article

In adition to to taking a class ability from adopted from class options ( As dictated by your chosen comunity role option) you may also choose one subclass option from that very same adopted class

Thus for example at level nine you could regard yourself not only as a level 4 wizard but also a level four necromancer this would allow you to choose for yourself both arcane recovery ability and the grim harvest ability.

Aditionaly at levels 10 and 15 you can also choose one subclass ability.

Alternatively you could instead choos one of these abilities instead at 10th and 15th level.

  • Grand illusion: Free casting any spell from your adopted spell school a number of times per day equal to your charisma modifier just make a (perform  check DC 12+ spell level) as a bonus action to conjure the spell slot for the trick the cosmos. Aditionaly you can use cantrips like prestigitstion mage hand and other nonviolent cantrips as apart of this action to achieve this affect.
  • Ancient Sectets of forgoten monks: Your adopted spells from you adopted spell school and in your adopted class are always considerd apart of your bard spell list. Thus for example if you chose wizard as your adopted class and necromancy your adopted spell school all wizard necromancy spells would be on your bardic list of magic. Additionaly your hushed training will now let you one more of these spells to your list at each spell level
  • Watch the hands:  you can make a number of skills checks as a part of your  casting  action equal to your proficiency bonus. However all these skills must be made to enhance to potency of the signiture trick.

Level 12 ability

Pillar if the Comunity

You at level 12 may select one more comunity role for yourself to practice in. This represents that you not only taking in new folks to join your family business but your are also training and developing the members who are working with you in your family as is.

You are considerd to be a nomad of half your level for this new comunity roll and how it escalates but otherwise you get all the normal advantedges from it.

Additionally you may select one class ability from the as from your new second adopted class.

You may also choos to learn two new skills and one new tool kit.


Level 15 ability

Heroic Finaly.

No matter what the harm danger or threat you always show up in the with a magical response to every evil faceing the audience and your alies. You have now mastered the arcane secrets of the black spots ( Black Cards) you may master a number of black cards per inteligence bonus + your charisma bonus. But only some of them may be useable each day.

Each card can be invoked with the use of a prestigitation spell at will but first you must familiarize yourself with a trick that conjures one of these cards as a bonus action. You can memorize a number black card tricks equal to your inteligence bonus

Make one slight of hand and perform check DC16 for each skill. Do this once for each black card tricks you wish to memorize.

  • Jack of clubs when this card is pulled you may use it wear you get the great weapon master feat
  • Queen of clubs  when worn you get the sharp shooter feat, and the spell sniper feat.
  • King of clubs: when worn you may smite evil as a paladin as if paladin was one of  your adopted classes and you choose to smite evil but but when you smite it only harms fellons.
  • Jack of spades: when impressed into a  ring, club, wand, or staff, you can can convert the damage a spell does into radiant damage and when you do so fellons are considerd to be vulnerable to this radiant energy
  • Queen of Spades: when pressed into a ring are considered to radiate an aura of protection from law and chaos in which any fellons, unelected thugs, and mad tyrants now regard yourself as having a +2 to armor. And all spells and spell like affects are done with disadvantedge. This means you you have advantedge on all their abilities. The first number of entities ( number= to your charisma mod) are banished to a bland world for 1d4 hours.
  • King of Spades: any staff, club, cane, or wand you are holding can sprout a blade of radiant energy  for the next 8 hours This blade has these features
    • Blade does radiant damage and only harms objects along with those who have comited a fellony in the past month.
    • Blade does 1d8 radiant damage.
    • Blade is one handed, light, and is a finesse weapon
    • Blade can conjure one of these spells after each touch  strike against a foe you may use these touch strikes per day equal to your charisma modifier.
      • Bestow curse.
      • Hex
      • Contagion
      • Vampiric touch
      • Weakening ray
      • Blindness/ Deafness
  • Black and white Joker card: reflect any spell or spell like ability back at the caster the caster then has disadvantedge against the original spell. This card can even relay area of effect spells back into the enemies area as if you cast the spell on the enemies area.
  • Ace of clubs. When worn in a hat you gain these abilities
    • Fighting styles single handed
    • Disarming atack Maneuver with 1d6 enhancement dice
    • Trip attack Maneuver with with 1d6 enhansile dice
    • Imposible blade slice Maneuver make an attack against any target you cant see and if you beat an 15 you hit.
    • Elven Acuracy feat.
    • Blind sight 60 feet.
  • Ace of Spades: You can conjure a lovely assistant  from a cloak, box, or unseen shadow.
  • The assistant can be a sin counter, black blood Virtuoso, Hyde walker,  Jub Jub or even a Ring Master. The assailant has these features
    • Three levels in a class she qualify for in a class they qualify for
    • The assistant has two feats of your choice
    • The assistant has one uncommon magic item of your choice.
    • The assistant has four prestige bonus feats  she qualifies for of your choice.
    • Between you the bite of you count as a shadow Covey of two. And as such either cast any of these spells up to two times per conjuring.
      • Polymorph
      • Teleport
      • Planeshift
      • Greater Invisibility.
      • Telepathic bond
      • Magnificent mansion
      • Disintegrate

Level 18 ability

Manic Mystic Salvation from soaring smoke and magic mirrors.

AKA : Smoke and mirrors.

With this spell you can conjure two impenetrable walls of arcane force shaped like near invisible mirrors that can depict scenes you wish them to show

The walls last for one minute and you can call and place them how you like once per bonus to your charisma.

These are both doors to the stable parts of the far realm that radiate a thin vail of smoke that enchants all sorts of non magic items in certain ways fortunately you have these doors sealed so that attacks on magical abilities and magical traits can be restored.

Here are some ordinary objects that now have amazing abilities near these two objects.

Each of these allys mak invoke one of these affects once.

  • Chains/ ropes: can invoke freedom of movement for 1d4 rounds
  • Boxes: dimension door (once per manifestation)
  • Rings large or small: instant summons.
  • Weapons (melee) cure wounds/ heal.
  • Coins/ dice / game sets: teleportation circle
  • Ranged weapons: sheild (Sheild is invisible.)
  • Carpets: Fly / animate objects
  • Books/pictures/paintings : major illusion and conjuring spells 5 levels or less

Each ally near a mirror ma invoke one of these affects from a magical object when they do so the absorb more purple haze smoke into them making them more magical granting them these magical advantedges.

After any ally performs one of these affects the may make a perform check equal to 8 + 1/2 their class levels to get one of these advantedges.

  • Soul healing: Greater restoration
  • Bolstering: heroism
  • Inner light: Beacon of hope.
  • Sacred protection: bless + protection from evil.
  • Enlightenment. Break enchantment+ have to option of taking one booster level in a spell casting class of your choice
  • Awakening: True polymorph into one player species of your choice
  • Refreshment : dispel magic 9th level
  • Incite: one feat and two prestige bonuses of your choice

Please note that certain advantedges are so powerfull and ally can only use them once.

The For the grand circle the union of all nomadic spell casters

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