Showfighter Martial Archetype

by PolluxIX

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Showfighter Martial Archetype

Version 1.0 by (Morgan's Brews) (@Pollux_IX)

Incomplete subclass, still needs flavor ribbons and formatting.

Showfighting Style (3)

Choose one of these 4 styles, which will modify later Showfighter features. You gain proficiency in Performance, and a skill based on your choice of style.

  • Acrobat. You gain proficiency in Acrobatics.
  • Athlete. You gain proficiency in Athletics.
  • Braggart. You gain proficiency in Intimidation.
  • Duelist. You gain proficiency in Deception.

When you reach 8th level in this class, your proficiency modifier for Performance and the chosen skill is doubled.

Showfighting Technique (3)

You gain a unique technique depending on your style, which is used as a bonus action.

Tumble (Acrobat). Make a Dexterity (Acrobatics) check versus the Dexterity (Acrobatics) check of a creature within 5 feet. On a success, you can move through that creatures space without penalty, your walking speed increases by 10 feet, and that creature has disadvantage on opportunity attacks against you until the end of your turn.

Seize (Athlete). Choose a creature within 5 feet that you have hit with an attack this turn. You make a contested Strength (Athletics) check versus that creature's Strength (Athletics) or Dexterity (Acrobatics) check. On a success, you can either instantly grapple them or push them 5 feet away from you, as long as they are no more than one size larger than you.

Taunt (Braggart). Choose a creature within 60 feet that can hear or see you. Make a contested Charisma (Intimidation) check versus that creature's Charisma (Intimidation) check. On a success, that creature has disadvantage on attacks against creatures other than you. This effect ends once that creature damages you. Only one creature can be taunted at a time.

Feint (Duelist). Choose a creature within the range of your weapon. Make a contested Charisma (Deception) check versus that creature's Wisdom (Insight) check. On a success, you feint, granting your attack rolls against that creature a bonus to hit equal to your Charisma modifier (minimum 1) for this turn.

Roar of the Crowd (7)

Gaining Zeal. Whenever you succeed on an ability check of the type you chose in Showfighting Style (including Performance), you gain a zeal die if you didn't already have one, which is a d4. Whenever you roll the maximum amount on the zeal die, increase its size by one step, to a maximum of d8. Whenever you roll the minimum on the zeal die, decrease its size by one step, losing the dice completely if it was a d4.

Using Zeal. Once per turn, you can roll the zeal die and add its result to an attack roll, saving throw, damage roll, or ability check you make. The ability check must be of the skill you chose in Showfighting Style. You can do this after you roll but before you determine the outcome.

Zeal Restrictions. You can only have a zeal die while engaged in combat, or if the ability check you used to gain the dice initiated combat. You can not use any features that roll a zeal die if you currently don't have one. Zeal Upgrades. The maximum size of your zeal die increases as you gain levels in this class, to d10 at 12th level and to d12 at 18th level.

Refined Technique (10)

You gain additional ways to use your zeal die, depending on your Showfighting Style. If the feature provides you a new way to roll the zeal die, it still follows the normal restriction of one zeal die roll per turn.

Trip (Acrobat). Whenever you use the Tumble bonus action and add your zeal die to the Dexterity (Acrobatics) check, you can trip the target. If the Tumble succeeds, the target is knocked prone as long as they are no more than one size larger than you. If the check fails, your zeal die is decreased one size, as described in Roar of the Crowd.

Overwhelm (Athlete). Whenever you add your zeal die to an attack roll and it hits, choose to either stagger or scare them until the start of your next turn. A staggered creature's speed becomes 0, stopping any movement they may have been taking. A scared creature is frightened of you. If the attack misses, your zeal die is decreased one size, as described in Roar of the Crowd.

Mock (Braggart). Whenever a creature within 60 feet of you makes an attack roll or saving throw, you can use your reaction to disrupt their concentration. Roll your zeal die and subtract the result from their roll. You can do this after they roll but before they determine the outcome. If the attack still hits or they succeed on the saving throw, your zeal die is decreased one size, as described in Roar of the Crowd.

Repel (Duelist). Whenever you are attacked and you can see the attacker, as a reaction you can roll your zeal die and add the result to your AC for the rest of the turn, possibly causing the attack to miss. If the attack still hits, your zeal die is decreased one size, as described in Roar of the Crowd.

Determined Comeback (15)

As an action, you can decrease your zeal dice by one size, as described in Roar of the Crowd, and immediately regain use of Second Wind if you've used it already. If you then use Second Wind this turn, you can roll your zeal die and add the result to the hit points restored.

Coup de Grâce (18)

This finishing attack must be declared before you make an attack roll on your turn, only once per turn. You can't add zeal die to this attack in any way that isn't mentioned in this feature.

Make an attack roll and roll your zeal die simultaneously, adding the result to the attack roll. If the attack hits, your zeal die is increased by one size, and the attack is considered a critical hit. On a miss, you lose your zeal die, and the next attack against you is made at advantage. You can't gain a zeal die during your next turn after losing it this way.

Author's Notes

  • 'In combat' refers to being in initiative order. Once out of combat, you lose your zeal die.
  • When increasing or decreasing the size of your die by a step, the sizes are d4, d6, d8, d10, and d12.
  • You can still only roll one zeal die per turn, even when using abilities from Refined Technique, Determined Comeback, and Coup De Grace.

Credits

Please leave any comments or critique for me at morgansbrews.tumblr.com. Thank you!

Mirri, Weatherlight Duelist by Magali Villeneuve

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

 

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