Wolf in Sheep Clothing-Set it Off
I Can’t Decide-Scissor Sisters
Look What You Made me Do-Taylor Swift
Mephisto's Lullaby-Xtortion Audio
Narrin is the Ringmaster to Cirque du Mystère. She's is known for her whimsical nature and proficiency in strange magic. She knows how to put on a show but something seems off about her.
Mannerism
Little bit psychotic energy. Always grinning freaky sort of style. Chaotic type of vibes as Joker
intimidating and creepy, murderous intentions as Ace
Within the Soul Realm. Narrin confronted a group of travelers that were wandering around amongst the lost souls. Narrin was able to convince Leviathan Jormun to make a pact with her to allow her to strengthen her powers once more.
Title
Ringmaster, The Jingle Bell Killer, The Undead, Smiles
Type
NPC
Gender
Female
Pronouns
Sher/Her
Mannerism
Little bit psychotic energy. Always grinning freaky sort of style. Chaotic type of vibes as Joker
intimidating and creepy, murderous intentions as Ace
Few people practice throwing their weapons away; you, however, have become a master at it.
Hardy and resilient, you gain the following benefits:
You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
You can take 3 legendary actions, choosing from any standard action listed in your character sheet. Only one legendary action option can be used at a time and only at the end of another creature's turn. You regain spent legendary actions at the start of your turn.
You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:
You have achieved a penetrating precision in combat, granting you the following benefits:
You have spent countless hours of focused training and study with a selected weapon. As you become one with this chosen weapon, you reach levels of deadly accuracy that few others could begin to fathom.
Most rogues prefer the shadows to hide themselves in. But a strange few known as war jesters thrive on attention and live for being the distraction. They use a wide variety of strange and often theatrical tricks to confuse an enemy, and leave openings for their allies to strike where the defenses have been distracted.
Starting at 3rd level, you know how to put on a brilliant performance that will keep all eyes on you. You gain proficiency in performance and deception if you do not have it already. Additionally, whenever you are performing, any creature that is watching you has a penalty to Wisdom(perception) checks equal to your charisma modifier.
When you choose this archetype at 3rd level, you know how to royally piss things off. Whenever you deal sneak attack damage to a creature with a melee attack, you can force the creature to suffer disadvantage on all attacks not made against you until the end of its next turn. Additionally, the next attack against the creature not made by you has advantage until the start of your next turn.
If you use this feature on the same creature two or more times within the same day, they can attempt to make a DC 8 + your proficiency + your charisma modifier wisdom saving throw to resist the effects of this feature.
Starting at 9th level, you learned that sometimes angering everything you see is not the safest act. So you've now learned the little bit of magic to help get you out of, or into, those nasty situations. As a bonus action, you disappear in a puff of smoke and gain the benefits of the *invisibility* spell until the start of your next turn.
You can use this feature a number times equal to your charisma modifier. You regain all expended uses after you finish a long rest.
At 13th level, you are quick with a joke and even quicker with a blade. You gain a special reaction that you can take on every creatures turn, except your turn. Whenever an ally attacks a creature with advantage and you are within your weapon's reach of the target creature, you can make a melee weapon attack against the same creature. These extra attacks cannot deal sneak attack damage, and the weapon you use must have the light or finesse property.
When you reach 17th level, you really know how to make a good opening. Whenever you use your laughing blade feature against a creature, you mark them until the start of your next turn. Whenever an ally hits the marked creature while you are within 5 feet of it, you can use your reaction to cause the attack to become a critical hit. Once you use this feature on a creature, you cannot use it on the same creature again until you finish a long rest.
You’ve made a pact with a deathless being, a creature that defies the cycle and life and death, forsaking its mortal shell so it might eternally pursue its unfathomable ambitions. For such beings, time and morality are fleeting things, the concerns of those for whom grains of sand still rush through life’s hourglass. Having once been mortal themselves, these ancient undead know firsthand the paths of ambition and the routes past the doors of death. They eagerly share this profane knowledge, along with other secrets, with those who work their will among the living.
Beings of this type include the demilich Acererak, the vampire tyrant Kas the Bloody-Handed, the githyanki lich-queen Vlaakith, the dracolich Dragotha, the undead pharaoh Ankhtepot, and the elusive Darklord, Azalin Rex.
1st-level Undead feature
The Undead lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Spell Level | Spells |
---|---|
1st | bane, false life |
2nd | blindness/deafness, phantasmal force |
3rd | phantom steed, speak with dead |
4th | death ward, greater invisibility |
5th | antilife shell, cloudkill |
1st-level Undead feature
You manifest an aspect of your patron’s dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:
You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your body might glow with glyphs from ancient funerary rites and be surrounded by desert winds, suggesting your mummy patron.
6th-level Undead feature
Your patron’s powers have a profound effect on your body and magic. You don’t need to eat, drink, or breathe.
In addition, once during each of your turns, when you hit a creature with an attack roll and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your Form of Dread, you can roll one additional damage die when determining the necrotic damage the target takes.
10th-level Undead feature
Your connection to undeath and necrotic energy now saturates your body. You have resistance to necrotic damage. If you are transformed using your Form of Dread, you instead become immune to necrotic damage.
In addition, when you would be reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead and cause your body to erupt with deathly energy. Each creature of your choice that is within 30 feet of you takes necrotic damage equal to 2d10 + your warlock level. You then gain 1 level of exhaustion. Once you use this reaction, you can’t do so again until you finish 1d4 long rests.
14th-level Undead feature
Your spirit can become untethered from your physical form. As an action, you can project your spirit from your body. The body you leave behind is unconscious and in a state of suspended animation.
Your spirit resembles your mortal form in almost every way, replicating your game statistics but not your possessions. Any damage or other effects that apply to your spirit or physical body affects the other. Your spirit can remain outside your body for up to 1 hour or until your concentration is broken (as if concentrating on a spell). When your projection ends, your spirit returns to your body or your body magically teleports to your spirit’s space (your choice).
While projecting your spirit, you gain the following benefits:
Once you use this feature, you can’t do so again until you finish a long rest.
Object | QTY | |
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Equipped |
Narrin Joker
|
1 |
Equipped |
Narrin Joker
|
1 |
Equipped |
Narrin Joker
|
2 |
Equipped |
Narrin Joker
|
1 |
Narrin Joker
|
1 | |
Narrin Joker
|
1 | |
Narrin Joker
|
1 | |
Narrin Joker
|
1 | |
Narrin Joker
|
1 | |
Narrin Joker
|
1 | |
Equipped |
Narrin Joker
|
1 |
Description | Entity | Location | ||
---|---|---|---|---|
Master | Comedina | |||
Master | Tragedonna | |||
Ring Leader | Cirque du Mystère | |||
Partner | The Plague Doctor | |||
Ringmaster | Aerial Diamond | |||
Ringmaster | Spadia Spade | |||
Ringmaster | Nyla | |||
Ringmaster | Magik Heart | |||
Ringmaster | Dova Club | |||
Ringmaster | Sora | |||
Child | Avaija | |||
Partner | Widow | |||
Threat | Copper | |||
Ringmaster | Eitri | |||