Fighter
Base Class: Fighter

 

 The Clown archetype is for those fighters who aspire to be more than average; those who strive to be the center of the stage. This subclass is focused on being well rounded and full of surprises. They are able to quickly study any moves in battle and apply them into their own arsenal of abilities. Being able to juggle any role in any context is their one goal. Not all Clowns are the same, each one with their own preference of skills and proficiency. The question is, what will you do on this stage? 

 

 

Copycat

Starting at 3rd level when you select this archetype, you can gain any proficiency by watching it in action. You can only have any two proficiencies obtained by this skill at any time, and they will be replaced when another is learnt. 

Joker

When you select this archetype at 3rd level, you gain the ability to copy any spell or skill from any class within your level range. You can only copy up to three skills and spells at a time, and can only obtain these skills when you see them used. Whenever you gain a new skill via this ability and have no room, you can choose which skill to replace with the new one, but keep the removed skill in your memory. For every level you gain, you gain another copy slot.

Juggling

At 6th level, you can add a third your proficiency bonus to any two stats. However, during a short rest, you can reallocate these points into any other two stats. You also unlock "Juggling". During any long rest, you can switch out your "archived" abilities with your current "Joker" ones.

Juggle. During your turn, you can use an action to switch out one copied ability in your arsenal with one in your memory. This can only be used three times per short rest.

Master Mime

At 10th level, you gain the ability to copy other's fighting styles. When you first gain this ability, you can choose any style to copy, but only one. Afterwards, if you desire to change your fighting style again, you must complete three short rests with a practitioner of that style.

 

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Black Jack

Starting from 15th level, you unlock the ability to temporarily steal a target's spell, skill, feat, etc. This stolen "skill" cannot be used by the originator, but if it is a spell, you can use it for your own thrice, after which it will be returned to the owner. If the stolen item was a feat, then you can apply that feat to yourself until the owner of the feat successfully rolls for a DC 13 Wisdom save. 

In battle, this can be used as an action to steal from anything in your line of sight. This can only be used twice every day.

Understudy

At 18th level, you gain the ability to transfer copied abilities to teammates for 1 hour, with a max of three per person. Additionally, if you were to fall in battle, those who you've shared an ability with will gain another skill of their choice from your memory until you are stabilized.

 *Note that all spells and feats copied will use what they require in proficiency and modifier. What was originally used to cast them will be applied. 

 

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