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Notorious Celebrity

Prerequisite: Docker’s Jank feat (or Actor or Inspiring Leader), proficient in Performance, character level 7th, must be wildly popular as an entertainer


ZEITGEISTFeatures

Hit Dice: 1d8 per notorious celebrity level.
Hit Points: 1d8(or 5) + your Constitution modifier per notorious celebrity level.

Roll with a Posse (1st level). You attract four loyal followers, your “posse,” who protect you from unimportant people and do tasks you don’t have time for, as well as aid you in combat. Each member of your posse has the following stats , or something roughly equivalent.

Your posse members act on your initiative in combat, but normally they hang back and don’t attack. They’ll move where you direct without you needing to spend an action. You can spend an action to have them each take the Attack, Dash, Disengage, Dodge, or Help action. Thereafter they return to being noncombatants.

You have a subtle supernatural connection to each member of your posse, so whenever something deals damage to a posse member you can see, you can transfer that damage to yourself. If the same source damages multiple posse members simultaneously, you can protect all of them, but you only take the damage once. If a source would damage you and one or more of your posse members simultaneously, you can shield them automatically without taking any extra damage.

A posse member who dies should be mourned briefly and then can be replaced casually the next time you’re somewhere you have fans. You might eulogize them in a song, and everyone will admire how great you are for respecting whatever-their-name-was.

Audience Participation (1st level). You’re unparalleled at getting the crowd on your side. If there are noncombatants present who are friendly to you and aware that you’re engaged in combat, whenever an enemy starts its turn within 5 feet of one or more of those noncombatants, the crowd deals 4 bludgeoning damage to that creature. This damage increases to 6 if you are 11th level, and 8 if you are 17th level. Your posse counts as noncombatants for this effect if you haven’t directed them to act in the past round.

Demand Attention (1st level). On your turn you can shout for attention. Choose one non-mindless enemy aware of you. That enemy has disadvantage on attack rolls against targets other than you until the end of your next turn. After using this ability, you cannot use it again until you take a short or long rest .

Crowd Effect (2nd level). When you have an audience of at least eight non-combatant bystanders, their reactions bolster you. While you have an audience, you gain a +5 bonus on death saving throws, and whenever you drop an enemy you gain 6 temporary hit points. This increases to 9 if you are 11th level, and to 12 if you are 17th level.

Summon Audience (2nd level). As a bonus action, you can create up to eight illusory people in a 20-foot cube within 120 feet, lasting for ten minutes or until you dismiss them. These illusions are as convincing as major illusion, and are lifelike but generally stationary unless you spend an action to have them move. You and your allies can move freely through the illusory crowd, but they are difficult terrain for enemies and grant cover against ranged attacks. These audience members count as real onlookers for the purpose of your audience participation and crowd effect abilities.

After using this power, you cannot use it again until you finish a long rest .

One-Upmanship (3rd level). You find it hard to let your allies have a moment in the spotlight. The first time each combat when an ally drops an enemy or scores a critical hit, you grant yourself the benefits of the Bardic Inspiration die from your Docker’s Jank feat. This doesn’t expend the die you would normally grant to your allies. If you don’t have the Docker’s Jank feat, instead you gain a d6 inspiration die.

Shock and Awe (3rd level). When you hit an enemy with an attack or an enemy fails a save against a spell you cast , as a bonus action you can have one of your posse members attack the same enemy. If your posse member hits, the enemy is frightened of you until the end of your next turn unless it succeeds a Wisdom saving throw (DC 8 + your proficiency modifier + your Charisma modifier).