Fighter
Base Class: Fighter

Wanna be a clown? Wanna stab god? Wanna break the world? Be cool, be an aberrant jester.

 

Showman Initiate

Upon choosing this archetype at 3rd level, you gain proficiency in either Dexterity (Acrobatics), Charisma (Performance), or Dexterity (Sleight of Hand) checks. You also gain either the dancing lights cantrip or minor illusion cantrip, casting without material components and using Charisma as your spellcasting modifier. If you pick up either cantrip through this feature, the cantrip’s duration extends to an hour.

At 7th level, you can either pick up the other cantrip, ignore the Concentration aspect of dancing lights, or be able to have two illusions occur simultaneously with minor illusion.

 

Freaky Juggling

You can throw daggers, knives, and darts as a bonus action with them returning to your hand when they hit.

Mantle of the Jester

At 7th level, you learn to distort and bend the space around you at a whim. As a bonus action, you can activate Mantle of the Jester. While active, all creatures have disadvantage on Attack rolls against you. This lasts up to a minute, and can be deactivated at any time. If you take damage, Mantle of the Jester ceases to function until the start of your next turn. It is suppressed while you are Incapacitated, Restrained, or otherwise unable to move, and will end early if you fall unconscious, drop to 0 hit points, or die.

You can use this feature thrice, and gain an additional usage at 13th level, and 18th level. You regain expended uses when you finish a long rest.

 

The World's A Stage

At 10th level, your speed increases by 10 feet, and brilliant light grants you unnatural swiftness on the battlefield. While in magical light, your speed increases by 10 feet, and your movement does not provoke opportunity attacks.  In addition, Mantle of the Jester now lasts for up to 10 minutes and you ignore difficult terrain while it is active.

 

Rapturous Presence

At 15th level, as a bonus action, you can force a target within 60 feet of you to make a Wisdom saving throw (DC equal to 8 + your proficiency modifier + your Charisma modifier). On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you for up to a minute, and you gain a +1 to your attack and damage rolls for the duration. This effect stacks with multiple affected targets.  The effects end if a creature friendly to you damages the target or casts a harmful spell on it, and ends for all targets if you damage a non-affected target. You can use this feature up to a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a short rest.

 

Here We Are Again!

Upon reaching 18th level, you have five usages of Mantle of the Jester.  Also, when you would be hit by an attack, you can use a reaction to teleport, exchanging positions with a creature you can see within 60 feet of yourself. The creature is hit by the attack instead. An unwilling creature must succeed a Charisma saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be teleported.  You can use this feature once per short or long rest, or until you use your Second Wind. 

 

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