Pantomime (5e Class)
Pantomime[edit]
Weaving magic into different artistic crafts is a practice as old as art itself and one almost exclusively attributed to the mortal realm. Such practices lived on, but not in all mediums. Mediums such as storytelling and song were easily passed down and preserved, leading to the evolution of the bards. However other mediums were thought to be lost forever.
The practice of weaving magic through pantomime hailed from a long forgotten Thesin tribe. Mimes were able to weave not only their magic, but also their willpower into their craft to overwhelm reality itself until it changes to fit the narrative of their performance to a degree unlike any other medium. For both the performer and spectator, pantomime works in such tandem with the universe that it is unknown whether the performance influences reality or reality bends to make the performance possible.
A one-man show that can fold in on itself should the performer need more people to a scene, Pantomimes are also adept at using silent illusions to build upon a performance and confuse the audience. A deadly combination of the invisible form and the visible formless.
Creating a Pantomime[edit]
Pantomime, while considered a silent art, does not necessarily make the performer mute, however the stronger one commits to the theatrics of interacting with that which is unseen, the more one can bend reality to fit the will of the performance. What made you take up the art of Pantomime in the first place, was it as a hobby? as a profession like court jester or performer?
Staring at an endless chasm and walking over it simply by the very performance of pantomiming tightroping across? Ignoring a fallen staircase by taking one step at a time with each step seemingly "on air" to onlookers? Stopping in your tracks to bang on an imaginary wall only for your pursuers to run face first into solidified air? This is the art of Pantomime.
- Quick Build
You can make a Pantomime quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Entertainer background.
Class Features
As a Pantomime you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Pantomime level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Pantomime level after 1st
- Proficiencies
Armor: Light armor
Weapons: Simple weapon, Improvised weapons
Tools: Disguise kit
Saving Throws: Dexterity, Charisma
Skills: You have Insight, Perception, Performance, and your choice from Acrobatics, Deception, History, Intimidation, Persuasion, Sleight of Hand, and Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a pair of daggers or (b) any simple weapon
- (a) an entertainer's pack or (b) a disguise pack
- (a) An instrument of an artistic craft or (b) {{{item3b}}}
- (a) Leather Armor or (b) {{{item4b}}}
Level | Proficiency Bonus |
Features | Cantrips Known | Spells Known | Spell Slots | Slot Level |
---|---|---|---|---|---|---|
1st | +2 | Pantomimed Objects, Spellcasting | 2 | 2 | 1 | 1st |
2nd | +2 | Silent Doubles | 2 | 3 | 2 | 1st |
3rd | +2 | Performance Arts | 2 | 4 | 2 | 2nd |
4th | +2 | Ability Score Improvement | 3 | 5 | 2 | 2nd |
5th | +3 | Jaunt | 3 | 6 | 2 | 3rd |
6th | +3 | Subclass Feat | 3 | 7 | 2 | 3rd |
7th | +3 | Spell Proxy | 3 | 8 | 2 | 4th |
8th | +3 | Ability Score Improvement, Viewpoint | 3 | 9 | 2 | 4th |
9th | +4 | — | 3 | 10 | 2 | 5th |
10th | +4 | Subclass Feat | 4 | 10 | 2 | 5th |
11th | +4 | Wing it | 4 | 11 | 3 | 5th |
12th | +4 | Ability Score Improvement, Viewpoint Upgrade | 4 | 11 | 3 | 5th |
13th | +5 | Mimicry | 4 | 12 | 3 | 5th |
14th | +5 | Subclass Feat | 4 | 12 | 3 | 5th |
15th | +5 | Reliable Illusions | 4 | 13 | 3 | 5th |
16th | +5 | Ability Score Improvement, Viewpoint Upgrade | 4 | 13 | 3 | 5th |
17th | +6 | Prismatic Alterations | 4 | 14 | 4 | 5th |
18th | +6 | Upstaged (Optional) | 4 | 14 | 4 | 5th |
19th | +6 | Ability Score Improvement | 4 | 15 | 4 | 5th |
20th | +6 | Un and Paralleled Performance, Prismatic Alterations Upgrade | 4 | 15 | 4 | 5th |
Pantomimed Objects[edit]
At 1st level, you gain the ability to weave the fabric of reality through the art of pantomime. You can create an invisible Pantomimed object within touch range by mimicking and performing actions as if you had the object or if the object were there. Conjuring a pantomimed object can be done as a manifesting action or reaction with the exception of weapons which are only conjured via the attack action.
Pantomimed objects are considered solid objects and can interact with others but only you can weld it as it dissipates quickly after you stop performing the manifesting action. Pantomimed objects must fit within a 10ft cube and are limited to what can be reasonably implied by the performance. Pantomimed objects cannot be broken and are maintained as long as the manifesting performance is maintained.
An outline and/or light reflection of a Pantomimed object can be seen with detect magic, an Arcana or Perception check against the caster’s DC, or magical and truesight
Weapons made this way are considered improvised and magical weapons. You can add your CHA modifier to both the attack roll and damage. Pantomimed Objects replicate the properties of a weapon that is acted out, but cannot utilize thrown, ranged, loading or ammunition properties as it dissipates upon leaving touch range.
Spellcasting[edit]
You have learned to untangle and reshape the fabric of reality in harmony with your wishes and and performance. Your spells are part of your vast repertoire, magic that you can tune to different situations.
- Cantrips
You know two cantrips of your choice from the Bard Spell List. You learn additional Bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Pantomime table.
- Spell Slots
The Pantomime table shows how many spell slots you have to cast your spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
- Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the Pantomime spell list. The Spells Known column of the Pantomime table shows when you learn more spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the Pantomime spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability
Charisma is your spellcasting ability for your spells, so 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 Pantomime 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
Silent Doubles[edit]
At 2nd level, you gain the ability to create Silent Doubles of yourself.
Once per turn you can create an identical duplicate of yourself in an unoccupied space that you can see within feet of you. Each time you create an illusion in this way, you take two psychic damage that cannot be reduced in any way. These illusions are tangible and can interact with the environment; Silent doubles cannot and do not make sounds. They have an AC of 10 and 1 Hit Point and the same walking speed as you do. They also gain a +1 bonus to all saving throws.
The Silent Doubles can occupy the same space as you or other Silent Doubles up to a maximum three per 5ft square or equivalent but cannot do this for other creatures.
You can mentally command any of these illusions within 60 feet of you. If there are multiple illusions active, you can command any or all of them at the same time, issuing a command to each one.
The maximum number of illusions that you can have is equal to your Charisma modifier, creating illusions when you are at capacity will destroy an illusion of your choice.
Performance Arts[edit]
At 3rd level, you solidify your reality bending ability towards the Performance arts of your choice. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level.
The Art of the Troupe allows a pantomime to divert reality towards their Silent Doubles, extending their capabilities beyond being an illusion, making them as real and deadly as the performers themselves. As a Troupe they value having numbers to level the playing field in terms of combat.
The Art of Stage Direction focuses on pantomime itself, making it a performance all others are at whims of. Reality forces others to engage with the performance of the pantomime, feeling its hits from afar and unseen. Excels at field control and shifting the battlefield.
Pantomimes who engage with the Art of Mirrors utilizes their Silent Doubles to misdirect and confuse their audience. In combat they adhere to safety in numbers and punishing hitting an illusion as opposed to the real performer.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 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.
Jaunt[edit]
Starting at 5th level, as a bonus action, you can empower your and your illusions movements with dance-like steps, giving yourself the following benefits for the next minute: Your walking speed increases by 10ft Movement unaffected by difficult terrain You don’t provoke opportunity attacks Silenced movement The target can also spend 5 feet of movement to automatically escape from non magical restraints, such as manacles or a creature that has it grappled. This feature can be used a number of times equal to your CHA modifier per long rest.
Spell Proxy[edit]
Starting at 7th level, you can now cast spells through your Silent Double. Spells cast in this manner still use up spell slots and/or other resources (if applicable).
Viewpoint[edit]
At 8th level, you can begin to alter the narrative of reality and divert more “truth” to Silent Double, making a Silent Double become as real as you are, or maybe you become as illusory as they are…
As an action, you can see through a Silent Double’s eyes and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own senses. You can also gain control over a Stage Double, but while controlling an illusion you gain the paralyzed condition. Taking damage whether to your body or illusion results in you returning to your main body.
Starting at 12th level, you can sense through Silent Doubles simultaneously to your own and you are no longer vulnerable to all damage.
At 16th level, your adeptness to a split consciousness grants you immunity to being frightened, charmed, and magic cannot put you to sleep. You also gain proficiency in Wisdom saving throws
Wing it[edit]
When you reach 11th level, you gain 3 improvisation points. Whenever you make an attack roll, an ability check, or saving throw, you can roll an additional d20. You can choose to spend one of your improvisation points after you roll the die, but before the outcome is determined.
You regain your expended improvisation points when you finish a long rest.
Mimicry[edit]
At 13th level, you gain the ability to unerringly mimic others speech, writing, and behavior. You must have observed the aspects that are being mimicked for at least one minute, whether that be watching the person's behavior, listening to speech, examining handwriting, and observing mannerisms.
Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
Silent Doubles also gain mimicry and can share your as well as have their own observations, however they cannot produce speech unless Viewpoint is used on the Silent Double.
Reliable Illusions[edit]
At 15th level, you become exceedingly adept at using illusion magic.
Whenever you cast a spell from the illusion school of magic, roll a d20. If you roll higher than 10 + the spell’s level, you do not consume a spell slot.
Prismatic Alteration[edit]
At 17th level, Whenever you deal psychic damage, you can change the damage type into one of your choosing. When you reach 20th this feature applies to all damage you deal, not just psychic.
Upstaged (Optional)[edit]
At 18th level Whenever you cast a spell from the Illusion school of magic you create a Silent Double at your position (or the casting Silent Double’s if using Spell Proxy).
Un and Paralleled Performance[edit]
At 20th level, you always have the maximum number of Silent Doubles. You and all the Silent doubles have the capability to occupy the same space by having an overlap of realities on top of each other. When a Silent Double drops to 0 hp, a new one is made in its place.
Subclasses: Performance Arts[edit]
Art of the Troupe[edit]
The Art of the Troupe allows a pantomime to divert reality towards their Silent Doubles, extending their capabilities beyond being an illusion, making them as real and deadly as the performers themselves. As a Troupe they value having numbers to level the playing field in terms of combat.
- Dramatize
Starting at 3rd level, you Silent Doubles move beyond being a visual illusion into being tangible.
When commanding a Silent Double they can take the attack action. Regardless of what weapon they use with Pantomime, your illusions deal 1d4+your charisma modifier psychic damage on a hit and add your charisma modifier plus your proficiency bonus to attack rolls. The weapons still keep the range and properties of the weapons they hold.
Your Silent Doubles damage increase by a dice level when you reach 6th level (1d4), 10th level (1d8), and 14th level (1d10)
- Encore
Starting at 6th level, when you successfully hit a target with an attack, you can use your reaction to summon a temporary illusion to make an additional damage roll. At 14th level, you can summon two temporary illusions for two additional damage rolls.
- Strength in Numbers
At the 10th level, you learn to find combat prowess with each Silent double on stage with you. Each Silent Double within 15 ft of you gains a bonus to damage equal to your CHA modifier. Additionally spells have an additional +1 to casting and spell save DC for each Silent Double within 15 ft of the caster.
- Understudy
Starting at 14th level, your illusions become a safeguard against death. If you have Silent Double active and you die, your soul transfers to a Silent Double of your choice regardless of range or even dimension. Once harboring your soul, the illusion becomes an understudy and will have the same personality, memories, and abilities but only half of the maximum hit points and none of the original’s equipment. The understudy requires 3 weeks to fully acclimate into the main role and get back to maximum health.
The original body’s physical remains, if they still exist, become inert and cannot thereafter be restored to life since your soul is elsewhere.
Art of Stage Direction[edit]
The Art of Stage Direction focuses on pantomime itself, making it a performance all others are at whims of. Reality forces others to engage with the performance of the pantomime, feeling its hits from afar and unseen. Excels at field control and shifting the battlefield.
- Permanence
Starting at 3rd level, Pantomimed Objects no longer dissipate immediately after leading your hands. Pantomimed objects can now replicate the thrown, ranged, loading, and/ or ammunition properties of weapons and dissipate shortly after making a ranged attack.
At 14th level, all Pantomimed Objects have permanence until you dispel them and can be used by others passing a wisdom check against the spellcasting DC. (using an object one cannot see, only feel)
- Extra Hands
At 6th level, Your Silent doubles can assist you with pantomime despite being an illusion. As a Silent Double’s action, they can take over and maintain the manifesting performance for a Pantomimed Object you created
At 10th level, Silent Doubles can create Pantomimed objects of their own (excluding weapons)
- Larger Stage
Starting at 10th level, your performance and subsequent pantomime capabilities grow, Pantomimed Objects can now be up to a 30 ft cube or smaller.
- Deluded Reality - Doll House
At 14th Level your reality bending performance needs the minimum to be implied, it is no longer a performance needed for an onlooker’s constrained mind, but a performance for reality itself where intentions have just as much if not more influence than the performance itself.
Only a touch is needed to create Pantomimed objects, structures, or weapons
Art of Mirrors[edit]
Pantomimes who engage with the Art of Mirrors utilizes their Silent Doubles to misdirect and confuse their audience. In combat they adhere to safety in numbers and punishing hitting an illusion as opposed to the real performer.
- Misdirection
At 3rd level Each time you are targeted with an attack when you are within 5 feet of at least one of your Silent Doubles. Roll a d20 to determine whether the attack targets ones of your Silent Doubles instead.
If you have 3 or more Silent Doubles near you, you must roll a 5 or higher to change the attack’s target to a nearby Silent Doubles. With two Silent Doubles, you must roll an 8 or higher. With one Silent Doubles you must roll an 11 or higher.
- Method Acting
Starting at 3rd level, you can cast Disguise Self at will, without expending a spell slot
- Smoke and Mirrors
At 6th level, you learn how to manipulate the space-time between you and your Silent Doubles. As bonus action, you may choose one active illusion within 300 feet of you to swap places with. Once you are teleported to that position, your Silent Double is destroyed. You are able to use this ability a number of times equal to 1 + your charisma modifier. You must finish a short or long rest to replenish your used charges.
At 10th level, you can swap places to a Silent Double, without destroying it.
- Broken Mirrors
Starting at 14th level, when an Silent Double’s hit points reach zero, they will shatter into glass-like psychic fragments doing 2d10 psychic damage to the entity that killed them and any other creatures (not including yourself) if they are within a 5 ft radius of the Silent Double
Pantomime Spell List[edit]
You may choose from any spells on the Bard spell list
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the pantomime class, you must meet these prerequisites: 13 Charisma
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