Martial Archetype: the Performer

by SenorVilla

Search GM Binder Visit User Profile

Martial Archetype

At 3rd level, a fighter gains the Martial Archetype feature. The following option is available to the fighter for that feature: the Performer.

Performer

For a Performer, fighting is as much about beating their opponents as it is about putting on an spectacle while doing it. Trained inside traveling circuses, entertaining crowds in the town center, or dominating a gladiatoral arena with their unique figthing styles, Performers use flourishes and tricks based on their circus acts to surprise their enemies and enchant onlookers.

Circus Training

At 3rd level, you've trained your body and mind to perform acts that awe and amaze your audience. You gain proficiency in one of the following skills of your choice: Acrobatics, Animal Handling, Athletics, Sleight of Hand, or Performance. Whenever you make an ability check with a skill gained through this feature, you can add a bonus to your roll equal to your Charisma modifier.

Additionally, your performative flourishes help you confuse your enemies and dissuade them from attacking you. You gain a bonus to your Armor Class equal to your Charisma modifier whenever you're not wearing medium or heavy armor.

Signature Act

At 3rd level, you are able to incorporate the skills you've developed for your circus performances into a unique style of combat. Choose one of the following options:

Contortionist. You gain advantage on any Dexterity (Acrobatics) check you make to avoid being grappled or escape from being grappled. In addition, creatures don't gain advantage on attacks against you for being prone and being prone doesn't give you disadvantage on attack rolls.

Juggler. When holding a weapon with the light property you're considered to have a free hand for the purposes of casting a spell with a somatic component, using a weapon with the loading property or taking the Use an Object action.

Additionally, attacking at long range with a weapon that has the thrown property doesn't impose disadvantage on your ranged weapon attack rolls.

Strength Athlete. When using a melee weapon, you can ignore either the Heavy or Two-Handed property. You can't hold two weapons that have the Heavy or Two-Handed property at same time.

Trapezist. As part of your movement you can make a Long Jump up to a number of feet equal to five times your Dexterity modifier or a High Jump up to twice your Dexterity modifier. Also, when you fall you can use your reaction to reduce any falling damage you take by an amount equal to five times your Dexterity modifier.

Whip Master. Whenever you hit with a melee attack using a whip, you gain a bonus to the damage roll equal to your Charisma modifier. In addition, when you hit a creature with a melee attack using a whip, you can use your bonus action to attempt to grapple the creature with it. You can make a Dexterity (Sleight of Hand) or Charisma (Performance) instead of Strength (Athletics) when grappling this way.


Braggadocious

At 7th level, the mistakes of your enemies boost your ego and allow you to perform an even greater show. Whenever a creature misses you with an attack you gain a bonus equal to your Charisma modifier to your next attack against them until the end of your next turn.

Improved Act

At 10th level you've rehearsed your Signature Act day and night, discovering new ways of implementing your skills into a unique way of combat. You gain additional benefits based on your Signature Act chosen at level 3.

Contortionist. If you hit a creature at least 3 times during your turn they have disadvantage on all attacks against you until the start of your next turn. Additionally, you can use your Bonus Action to take the Disengage action.

Juggler. Whenever a creature misses you with a ranged weapon attack and you have a free hand or are carrying a light weapon, you can use your reaction to catch or redirect the ammunition. If you decide to redirect it you can make a ranged weapon attack as part of the same reaction. This attack deals twice your Dexterity or Charisma modifier (you decide when making the attack) of damage appropriate to the ammunition, it has a normal range of 20 feet and a long range of 60 feet.

Strength Athlete. When taking the Attack action, you can use one of your attacks to throw a creature you have grappled a number of feet up to five times your Strength modifier. The creature must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be knocked prone and take bludgeoning damage equal to 1d6 for every five feet it was thrown, taking half damage on a successful save. If the creature is thrown towards another creature it must also make a Dexterity saving throw, being knocked prone and taking half damage on a failure, or taking no damage on a success.

Trapezist. Your walking speed increases by 15 feet and you gain a climbing speed equal to your walking speed. Additionally, if you hit a creature with a melee attack while jumping or falling they take 1 extra point of damage for every 5 feet jumped or fell in a straight line and must make a Strength saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or be knocked prone. After landing this hit you can jump off the creature in another direction of your choice, including another creature.

Whip Master. When taking the Attack action, you can forgo one of your attacks to cast the command spell at 1st level on a creature within melee range of you, using Charisma as your spellcasting ability for this spell. A creature you're grappling has disadvantage on their saving throw. You can only cast this spell a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.


























The Show Must Go On

At 15th level your ability to maintain character and continue performing during dire circumstances is inspiring to those around you. Whenever you use your Second Wind or Indomitable features you can choose creatures within 30 feet of you, which can include you, that can see or hear you, up to a number of creatures equal to your Charisma modifier. Each of the chosen creatures gains temporary hit points equal to half your fighter level (rounded down).

Showstopper Act

You've mastered your Signature Act to a point of unimaginable spectacle. At 18th level you can spend your movement and action to perform a Showstopper Act that beguiles your foes. Choose a number of creatures within 30 feet that can see or hear you, up to your Charisma modifier. Each of the chosen creatures must make a Wisdom saving throw (DC DC 8 + your Charisma modifier + your proficiency bonus) or be charmed by you until the end of your next turn or until they're harmed by you in any way. While charmed in this way, the target uses their action to cheer or admire you, and you have advantage on any attack roll made against them.

Once you take this action, you can’t do so again until you finish a long rest.



Art Credit

"LETHAL CIRCUS" by Tim Löchner


"Blade Juggler MtG Art" by Dmitry Burmak

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.