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Martial Archetype At 3rd level, you are able to incorporate the skills you've
At 3rd level, a fighter gains the Martial Archetype feature. The developed for your circus performances into a unique style of
following option is available to the fighter for that feature: the combat. Choose one of the following options:
Performer. Contortionist. You gain advantage on any Dexterity
(Acrobatics) check you make to avoid being grappled or
Performer escape from being grappled. In addition, creatures don't gain
For a Performer, fighting is as much about beating their advantage on attacks against you for being prone and being
opponents as it is about putting on an spectacle while doing prone doesn't give you disadvantage on attack rolls.
it. Trained inside traveling circuses, entertaining crowds in Juggler. When holding a weapon with the light property
the town center, or dominating a gladiatoral arena with their you're considered to have a free hand for the purposes of
unique figthing styles, Performers use flourishes and tricks casting a spell with a somatic component, using a weapon
based on their circus acts to surprise their enemies and with the loading property or taking the Use an Object action.
enchant onlookers. Additionally, attacking at long range with a weapon that
has the thrown property doesn't impose disadvantage on your
Circus Training ranged weapon attack rolls.
At 3rd level, you've trained your body and mind to perform Strength Athlete. When using a melee weapon, you can
acts that awe and amaze your audience. You gain proficiency ignore either the Heavy or Two-Handed property. You can't
in one of the following skills of your choice: Acrobatics, hold two weapons that have the Heavy or Two-Handed
Animal Handling, Athletics, Sleight of Hand, or Performance. property at same time.
Whenever you make an ability check with a skill gained Trapezist. As part of your movement you can make a Long
through this feature, you can add a bonus to your roll equal to Jump up to a number of feet equal to five times your Dexterity
your Charisma modifier. modifier or a High Jump up to twice your Dexterity modifier.
Additionally, your performative flourishes help you confuse Also, when you fall you can use your reaction to reduce any
your enemies and dissuade them from attacking you. You falling damage you take by an amount equal to five times your
gain a bonus to your Armor Class equal to your Charisma Dexterity modifier.
modifier whenever you're not wearing medium or heavy Whip Master. Whenever you hit with a melee attack using
armor. a whip, you gain a bonus to the damage roll equal to your
Charisma modifier.
In addition, when you hit a creature with
a melee attack using a whip, you can use your bonus action to
attempt to grapple the creature with it. You can make a
Dexterity (Sleight of Hand) or Charisma (Performance)
instead of Strength (Athletics) when grappling this way.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Braggadocious
At 7th level, the mistakes of your enemies boost your ego and
Improved Act
until the start of your next turn. Additionally, you can use your
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
This document was lovingly created
using GM Binder.