Fighter
Base Class: Fighter

You have learned from others in the circle and have adapted it to your fighting style.

As a Carnie, you learn to juggle, fall with grace, and utilize illusions of grandeur to move through life.

All an Illusion

You use your size to manipulate your acting prowess. You can add your Strength or Dexterity modifier to all Charisma checks.

Juggler

 You learn to juggle knives. As a bonus action, you can throw two weapons with the thrown and light properties at once.

Trapeze

You learn from the gymnasts and their graceful ways.

Movement. Your movement speed increases by 10 feet.

Fall with Grace. You are resistant to falling damage.

Perfect Balance. You have advantage on saves and checks to retain balance or to prevent falling.

Sword Swallow

You relish the ability to swallow swords like the greats.

Fear Tactics. When you deal slashing or piercing, add psychic damage equal to your proficiency bonus.

Swallow. When someone misses a melee attack against you, you can use a reaction to try and disarm and swallow the weapon. Make an athletics or acrobatics check against the creature's athletics or acrobatics check. If you succeed, you disarm and swallow the weapon. You can only have one weapon swallowed at any given time.

Coulrophobia

You inherently strike fear in your enemies just by how you look and act.

When you hit with a critical or reduce a creature to zero hit points, enemy creatures within 30’ must make a Wisdom Save, DC equal to 8+your proficiency bonus+your strength/dexterity modifier. On a failed save, they are frightened of you for one minute. They can roll to save after each subsequent turn.

Final Act

You can attack with the intensity of a closing act. You can use action surge twice in the same turn. If you do this, you add two additional attacks.

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