Base Class: Fighter
Using your charisma and strength, bully your opposition into submission with grappling and dazzling performances, while creating openings for you and your party and hyping them up along the way.
When you choose this archetype at 3rd level, you learn techniques that are fueled by roar of the crowd, and can grapple as a bonus action.
Techniques. You learn 3 techniques of your choice, which are detailed under “Techniques” below. Many techniques enhance an attack in some way. You can use only one technique per attack.
You learn two additional techniques of your choice at 7th, 10th, and 15th level. Each time you learn new techniques, you can also replace one technique you know with a different one.
Levels of Hype. In order to use a technique, you must use a certain level of hype specified by each move. To gain levels of hype, look at "Showboat", listed below.
Saving Throws. Some of your techniques require your target to make a saving throw to resist the technique's effects. The saving throw DC is calculated as follows:
Technique save DC = 8 + your proficiency bonus + your Charisma modifier
Showboat
When you take the attack action on your turn, as a bonus action you may make a performance check, with DC equal to 10 + the enemy's challenge rating. If you pass, you gain 1 level of Hype, up to a maximum of 3. You may also use your action on your turn to perform a taunt, immediately gaining two levels of hype without having to make the performance check. When you perform this taunt, as a bonus action, you may target one creature you can see within 30 feet, and force it to make a wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your brashness. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this ability doesn’t restrict the target’s movement for that turn.
The effect ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
You can use the taunt feature of this ability a number of times equal to your proficiency, and regain all uses on a short or long rest.
Levels of Hype are lost upon use.
The Cream of the Crop!
At 7th level, you gain proficiency with improvised weapons.
Additionally, you can make a performance outside of combat to gain up to one level of hype. You may only use this feature once per short rest.
Jobber's Beware
As a reaction once combat starts, you may force an opponent into a contested performance check. On a success, all grapple checks and save DC's made by the creature against your effects are made at disadvantage.
Face or Heel
The prowess of your combat abilities is clear to all who see you. When you gain this ability at 15th level, if a creature is hostile towards you, you gain Heel, if a creature is friendly towards you, you gain Face.
Face. You gain advantage on all persuasion (CHA) checks made outside of combat against a creature you are friendly towards.
Heel. You gain advantage on all intimidation (CHA) checks made outside of combat against a creature you are hostile towards.
King of the Ring
Any time you make an initiative roll, you gain 3 levels of Hype automatically.
Techniques
Chokeslam. (One level of Hype) After a successful grapple you lift an opponent up by the throat and slam them down as an action. Target takes 1d4 + STR then makes a CON Save against your Technique DC On a fail, they are stunned for one round.
Irish Whip. (One level of Hype) After a successful grapple and using your action, you spin the opponent to shove them away from you in a direction you specify. They make a wisdom save against your Technique DC. On a fail, they run a distance equal to your charisma score. On a success they move half that distance.
The Owlbearbreaker. (Three levels of Hype) After a successful grapple, you use your action to lift your opponent over your head. On their turn they can make another grapple check against you. On your next turn you bring them down on your knee, dealing 1d12 + STR as a critical hit.
Suplex. (Two levels of Hype) After a successful grapple, as an action, you bring your opponent up and over your body, slamming the back of their head onto the ground. The target takes 1d10 + STR bludgeoning damage, and is moved to any space within 5 feet of you.
Cheap Shot (One level of Hype) Make an attack as a bonus action on your turn, dealing 1 + STR on a hit. Immediately after make a Showboat performance check, with advantage. On a success, you gain two levels of Hype.
Tag Team (Three levels of Hype) As an action, you force an ally within 5 feet of a target to make an attack on another creature within 5 feet of both of you. While you make a normal attack, your partner can make any action of their choice as a reaction, as long as it can be considered an attack on the opposing creature. Any attack rolls made by your partner are made with advantage, and any saves made by the foe are made at disadvantage.
Flying Elbow Drop (One level of Hype) As an action, and only if you fall from a height of 10 feet or more, you make an attack roll against a target. On a hit, the target takes all fall damage that you would take instead. When you use this ability, any fall damage you would take is reduced by half. If you leap off an object before taking this action, you leap up to 10 feet in the air.
Spinning Pile Driver (Two levels of Hype) After a successful grapple, and as an action, you leap up 10 feet in the air, spinning yourself and bringing your opponent down on their head. A creature affected this way takes 1d8 + STR bludgeoning damage and takes 1d6 force damage for every 10 feet you and the opponent fell, up to a maximum of 20d6. When you leap you may move a distance equal to 10 feet in any direction, bringing your opponent with you. You take fall damage equal to the force damage your opponent takes.
The Pin (Three levels of Hype) As an action, after a successful grapple, you may start a pin on a target, knocking them and yourself prone. On their turn, they may make a contested grapple check against yours. On a failure, they stay prone and cannot use any form of action, bonus action, or reaction until their next turn. If they fail this check for one minute, they are incapacitated and fall unconscious.
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