Base Class: Fighter
Where did the masks come from? Did they come in a dream? A gift from a mysterious stranger? Perhaps found amongst a pile of discarded junk. One thing is for certain, the masks changed you and gave you access to an esoteric source of power; where the world's a stage and you are a performer in the lime light. Masked Clowns channel the powers of the archetypical clowns Columbine, Harlequin, and Pierrot through masks symbolizing each. The Masks are mystical in nature and give the wearer the ability to perform Mystic Stunts that make them stand apart from the crowd. Whether its benign mischief or terrorizing ploys, a Masked Clown exists to entertain, themselves mostly.
Mystic Stunt
3rd-level Masked Clown feature
While the Masks provide a font of energy, your ability to entertain is the source of your power. This power is represented by your Mystic Stunt dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various Mystic Stunts you have, which are detailed below as well as those provided by your Manifested Mask.
Performing a Mystic Stunt uses your bonus action and you can’t use a Stunt when your dice are all expended. You regain all your expended Mystic Stunt dice when you finish a long rest.
When you reach certain levels in this class, the size of your Mystic Stunt dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The Stunts below use your Mystic Stunt dice.
Exit Stage. You leave an area with great drama and speed. Move up to your speed and roll a Mystic Stunt die, and your AC is increased by the number rolled until the end of your turn.
Juggling. Through the tossing and balancing of an unreasonable number of objects, you draw attention towards you. Roll a DC 10 Charisma (Performance) check. On a success expend a Mystic Stunt die and choose a number of creatures you can see up to the number you rolled. These creatures have disadvantage on their next attack that does not include you as a target.
Pirouette. You perform a series of graceful and dramatic movements to provide yourself defense oncoming dangers. Roll a DC 10 Charisma (Performance) check. On a success expend a Mystic Stunt die and add the number rolled to your next Saving Throw.
Play the Fool. You convince an enemy you are less threatening than you are to give yourself an opening. Roll Charisma (Deception) against one creature you can see's Wisdom (Insight), on a success expend a Mystic Stunt die and add the number rolled to your next attack roll against the target.
Mime Trick. Through a Series of odd movements and gestures, you convince an enemy of barriers that are not there. Roll Charisma (Persuasion) against one creature you can see's Wisdom (Insight), on a success expend a Mystic Stunt die and you may place a number of 5ft high and 5ft wide invisible barriers equal to the result rolled, the Creature believes these barriers to be real until the end of their next turn. Creatures with tremorsense or true sight are immune to this effect.
Manifest Mask
3rd-level Masked Clown feature
You have the power to call upon the powers of the three clown archetypes of power: Columbine, Harlequin, and Pierrot. This manifests as a mask that covers your face and radiates a mystic aura. Each mask provides a bonus to a certain skill, a unique ability, as well as a Mystic Stunt that can only be access while wearing that specific mask. You may summon a mask as a bonus action on your turn and it lasts for 1 minute or until it is dismissed early as a free action.
Mystic Masks
Columbine.
- You gain proficiency in the Persuasion, if you already have proficiency, your proficiency is doubled while wearing this mask.
- While using weapons with the thrown property, You deal additional damage equal to your charisma modifier when you successfully hit a creature twice in a row without missing. This bonus does not stack and resets after each second attack.
- Mystic Stunt: Strut your Stuff. You perform a series of movements to throw a creature off balance. Expend a Mystic stunt die and choose a number of creatures you can see equal to the result. Each creature must make a Wisdom (Perception) skill check against your Charisma(Persuasion) skill check or fall prone.
Harlequin
- You gain proficiency in the Performance, if you already have proficiency, your proficiency is doubled while wearing this mask.
- While using weapons with the finesse property, you gain the ability to use your reaction to add a bonus to your AC equal your charisma modifier against one attack.
- Mystic Stunt: Getting to the Point. You Jab and thrust with your weapon while making witty remarks about the situation. Roll a DC 10 Charisma (Performance) check, on a success Expend a Mystic Stunt die and deal extra psychic damage to your next attack equal to the result rolled.
Pierrot
- You gain proficiency in the Deception, if you already have proficiency, your proficiency is doubled while wearing this mask.
- You gain proficiency with improvised weapons, if an improvised weapon requires a DC, you add your charisma modifier to that item's base DC.
- Mystic Stunt: Empty Pockets. You comically fall and send several items launching from your pack and pockets. Fall prone and expend a Mystic Stunt die, a number of 5ft cubes equal to the number rolled become difficult terrain.
Please the Audience
7th-level Masked Clown feature
As a performer, the worst thing you could ever do is displease your audience. Once per short rest, when you have 2 or more allies within 30 feet of you, you may use your reaction reroll one failed ability check, attack roll, or saving throw
Encore Performance
10th-level Masked Clown feature
Your mystical performance causes your repeat performances to be more powerful. When you make use of your Action Surge Class feature, you may now also take one additional bonus action as well.
Masterwork Stunts
15th-level Masked Clown feature
The growth of your mystic power causes the power of your masks to grow in strength. Each Mystic Stunt is modifeid as follows.
Mystic Masks
Columbine.
- Mystic Stunt: Strut your Stuff. You perform a series of movements to throw a creature off balance. Expend a Mystic stunt die and choose a number of creatures you can see equal to the result. Each creature must make a Wisdom (Perception) skill check against your Charisma(Persuasion) skill check or become stunned until the end of their next turn.
Harlequin
- Mystic Stunt: Getting to the Point. You Jab and thrust with your weapon while making witty remarks about the situation. Roll a DC 10 Charisma (Performance) check, on a success Expend a Mystic Stunt die and roll it three times and deal extra psychic damage to your next attack equal to the results rolled.
Pierrot
- Mystic Stunt: Empty Pockets. You comically fall and send several items launching from your pack and pockets. Fall prone and expend a Mystic Stunt die, a number of 5ft cubes equal to the number rolled become difficult terrain. Any creature that enters those cubes or starts their turn in them takes 1 piercing damage, unless that damage is healed their speed is reduced by half.
One Man Show
18th-level Masked Clown feature
Your mastery over your Manifested Masks means you are prepared for all situations and ready to give the most Dynamic performances. When you roll initiative and have no uses of Manifest Mask remaining, you regain one use.
In addition, during the one minute that you have a Mask summoned with your Manifest Mask feature, you may swap which of the three clown masks you are wearing. You may swap masks once per round as a free action on your turn.
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