Circus of the Disquieting
The Circus of the Disquieting travels between isolated settlements beneath faded tents of violet, black, and white cloth. It presents itself as a rival to the Witchlight Carnival, but where Witchlight inspires wonder, the Disquieting cultivates humiliation, and horror. Its fiendish performers parody familiar circus acts while the audience can't help but smile, even if they do not want to. The circus often appears without warning and vanishes before sunrise. In nearly every settlement it visits, several people disappear with it.
Jestling
Jestlings are small fiends employed as clowns, ushers, hecklers, and wandering entertainers throughout the Circus of the Disquieting. They drift through the air with exaggerated, puppetlike movements, performing crude tricks and mocking anyone who appears frightened.
A jestling’s humor quickly becomes dangerous. When threatened, or when it believes an audience has grown bored, it spits a smoldering bead of fire that hangs in the air for several seconds before exploding. Jestlings consider the ensuing panic the perfect conclusion to a joke.
Jestling
Small fiend, chaotic evil
- Armor Class 13
- Hit Points 22 (5d6 + 5)
- Speed 20 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA 6 (-2) 16 (+3) 12 (+1) 10 (+0) 9 (-1) 14 (+2)
- Skills Acrobatics +5, Deception +4, Performance +4
- Damage Resistances fire
- Senses darkvision 60 ft., passive Perception 9
- Languages Abyssal, Common
- Challenge 1/2 (100 XP)
- Proficiency Bonus +2
Innate Spellcasting. The jestling’s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
At will: dancing lights, minor illusion, prestidigitation, vicious mockery
Actions
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Delayed Punchline (Recharge 5–6). The jestling spits a glowing bead of fire at a point it can see within 60 feet. The bead hovers at that point until the start of the jestling’s next turn, when it explodes in a 10-foot-radius sphere. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.
A creature within 5 feet of the bead can use its action to make a DC 12 Dexterity (Sleight of Hand) check. On a success, the creature throws the bead to an unoccupied space it can see within 20 feet. On a failure, the bead immediately explodes.
Ringbound Juggler
Ringbound jugglers are silent, many-armed fiends that perform some of the Circus of the Disquieting’s most dangerous acts. Their long, spindly arms move with unnatural precision, allowing them to juggle knives, blazing spheres, lit explosives, and occasionally terrified members of the audience. A juggler never stops its performance when violence begins. It simply begins throwing its props at its enemies.
Although their costumes suggest frail, cloth-bodied performers, each juggler conceals a dense body enclosed within layers of black infernal armor. Most attacks glance harmlessly from this armored core. The golden ring encircling the creature’s waist is not decorative, however. It holds the magic that keeps the juggler aloft.
If the ring is broken or torn away, the juggler crashes to the ground. Its thin arms can barely drag the weight of its armored body, leaving it slow and awkward, though no less capable of hurling its remaining weapons. Ringbound jugglers cannot speak and communicate with one another through gestures, nods, and the jingling bells attached to their costumes.
Ringbound Juggler
Medium fiend, chaotic evil
- Armor Class 18 (infernal armor)
- Hit Points 59 (7d8 + 28)
- Speed 30 ft., fly 40 ft. (hover)
STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 18 (+4) 10 (+0) 12 (+1) 16 (+3)
- Saving Throws Dex +7, Con +7
- Skills Acrobatics +7, Perception +4, Performance +6
- Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks
- Senses darkvision 60 ft., passive Perception 14
- Languages understands Abyssal and Common but can't speak
- Challenge 6 (2,300 XP)
- Proficiency Bonus +3
Innate Spellcasting. The juggler’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no components:
At will: dancing lights, mage hand, minor illusion, prestidigitation
1/day each: mirror image, silent image
Golden Flight Ring. The golden ring around the juggler’s body grants it its flying speed and the ability to hover. The ring can be targeted separately from the juggler and has AC 17, 18 hit points, and immunity to poison and psychic damage. Damage dealt to the ring doesn't damage the juggler.
When the ring is reduced to 0 hit points, it breaks. While the juggler is grappled, a creature within 5 feet of it can also use its action to make a DC 16 Strength (Athletics) check, removing the ring on a success.
If the ring is broken or removed, the juggler loses its flying speed and immediately falls if it is aloft. Its walking speed is also reduced to 5 feet until the ring is restored.
Many-Handed Juggler. The juggler can hold and manipulate up to six objects at once. It has advantage on ability checks made to catch, throw, juggle, or retain its grip on an object.
Actions
Multiattack. The juggler makes three attacks, using Juggled Knife or Blazing Ball in any combination.
Juggled Knife. Melee or Ranged Weapon Attack: +7 to hit, reach 10 ft. or range 60/180 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Blazing Ball. Ranged Spell Attack: +6 to hit, range 90 ft., one target. Hit: 9 (2d8) fire damage.
Explosive Finale (Recharge 5–6). The juggler throws a brightly painted explosive at a point it can see within 90 feet. The explosive detonates in a 15-foot-radius sphere. Each creature in that area must make a DC 15 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. A creature that fails the save is also knocked prone.
Reactions
Catch and Return. When the juggler is hit by a ranged weapon attack, it reduces the damage by 1d10 + 7. If this reduces the damage to 0, the juggler catches the missile if it is small enough to hold. The juggler can then immediately make one Juggled Knife attack using the caught missile, using the missile's damage instead of the normal damage.
Mirthless Minstrel
Mirthless minstrels are among the most powerful common performers employed by the Circus of the Disquieting. They lead processions, accompany major acts, and wander through the crowds playing flutes, fiddles, pipes, and other instruments fashioned in the Lower Planes. Their music can be beautiful, but every melody carries a subtle wrongness that becomes harder to ignore the longer one listens.
A minstrel’s performance gradually worms its way into the minds of its audience. Listeners first become reluctant to leave, then begin following the creature through the circus, and eventually surrender their wills entirely. Many of the people reported missing after the circus departs can later be found among these silent processions, smiling and dancing behind their new masters.
Mirthless minstrels move with impossible grace, dancing along walls, ceilings, tent poles, and the undersides of platforms without slowing. When confronted, they vanish in bursts of discordant music, reappearing elsewhere to unleash spells, scorching breath, or melodies capable of turning former allies against one another.
Mirthless Minstrel
Medium fiend, chaotic evil
- Armor Class 17 (natural armor)
- Hit Points 136 (16d8 + 64)
- Speed 40 ft.
STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 18 (+4) 14 (+2) 14 (+2) 20 (+5)
- Saving Throws Dex +8, Wis +6, Cha +9
- Skills Acrobatics +8, Deception +9, Perception +6, Performance +13
- Damage Resistances fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities charmed
- Senses darkvision 120 ft., passive Perception 16
- Languages Abyssal, Common
- Challenge 9 (5,000 XP)
- Proficiency Bonus +4
Impossible Footing. The minstrel can move across difficult surfaces, including upside down on ceilings, without needing to make an ability check. It can stand and walk on any solid or liquid surface regardless of that surface’s orientation, and being knocked prone doesn't cause it to fall from that surface.
Spellcasting. The minstrel is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The minstrel uses its musical instrument as a spellcasting focus and has the following bard spells prepared:
Cantrips (at will): dancing lights, mage hand, minor illusion, prestidigitation, vicious mockery
1st level (4 slots): charm person, dissonant whispers, faerie fire, Tasha's hideous laughter
2nd level (3 slots): enthrall, invisibility, shatter, suggestion
3rd level (3 slots): fear, hypnotic pattern, major image
4th level (3 slots): confusion, dimension door, greater invisibility
5th level (1 slot): dominate person
Actions
Multiattack. The minstrel makes two Discordant Note attacks.
Discordant Note. Ranged Spell Attack: +9 to hit, range 120 ft., one creature. Hit: 18 (3d8 + 5) psychic damage.
Fire Breath (Recharge 5–6). The minstrel exhales fire in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one.
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Enslaving Refrain (3/Day). The minstrel begins playing an enchanted melody that can continue for up to 1 minute. The refrain ends early if the minstrel is incapacitated, becomes unable to play its instrument, or doesn't use a bonus action on its turn to continue playing.
Each creature of the minstrel’s choice that starts its turn within 60 feet of it and can hear the refrain must make a DC 17 Wisdom saving throw. The effects of repeated failed saves are cumulative:
First Failure. The creature is charmed by the minstrel until the refrain ends.
Second Failure. While charmed, the creature can't take reactions, its speed is halved, and it must use as much of its movement as possible to move toward the minstrel by the safest available route.
Third Failure. The minstrel controls the creature’s movement and chooses the action it takes on each of its turns. The minstrel can't force the creature to take an action that would cause it obvious and immediate harm.
On a successful save, all effects of the refrain on the creature end, and it becomes immune to the Enslaving Refrain of this mirthless minstrel for 24 hours. An affected creature can also repeat the saving throw whenever it takes damage, ending the effects on itself on a success.
When the refrain ends, a creature that reached the third failure must make one final DC 17 Wisdom saving throw. On a failed save, it remains charmed by the minstrel for 24 hours and obeys the minstrel’s commands to the best of its ability. It repeats the saving throw whenever it takes damage, ending the effect on a success. The effect can also be ended by greater restoration, remove curse, or similar magic.
Bonus Actions
Capering Jaunt. The minstrel teleports up to 30 feet to an unoccupied space it can see. It can appear standing on a wall, ceiling, or other solid surface regardless of that surface’s orientation.
Practice
Safe
Homebrewing
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