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Signature Act

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

allow you to perform an even greater show. Whenever a

creature misses you with an attack you gain a bonus equal to

your Charisma modifier to your next attack against them

until the end of your next turn.

Improved Act

At 10th level you've rehearsed your Signature Act day and

night, discovering new ways of implementing your skills into

a unique way of combat. You gain additional benefits based

on your Signature Act chosen at level 3.

Contortionist. If you hit a creature at least 3 times during

your turn they have disadvantage on all attacks against you

until the start of your next turn. Additionally, you can use your

Bonus Action to take the Disengage action.

Juggler. Whenever a creature misses you with a ranged

weapon attack and you have a free hand or are carrying a

light weapon, you can use your reaction to catch or redirect

the ammunition. If you decide to redirect it you can make a

ranged weapon attack as part of the same reaction. This

attack deals twice your Dexterity or Charisma modifier (you

decide when making the attack) of damage appropriate to the

ammunition, it has a normal range of 20 feet and a long


range of 60 feet. The Show Must Go On
Strength Athlete. When taking the Attack action, you can At 15th level your ability to maintain character and continue
use one of your attacks to throw a creature you have grappled performing during dire circumstances is inspiring to those
a number of feet up to five times your Strength modifier. The around you. Whenever you use your Second Wind or
creature must make a Dexterity saving throw (DC equal to 8 Indomitable features you can choose creatures within 30 feet
+ your proficiency bonus + your Strength modifier) or be of you, which can include you, that can see or hear you, up to
knocked prone and take bludgeoning damage equal to 1d6 a number of creatures equal to your Charisma modifier. Each
for every five feet it was thrown, taking half damage on a of the chosen creatures gains temporary hit points equal to
successful save. If the creature is thrown towards another half your fighter level (rounded down).
creature it must also make a Dexterity saving throw, being
knocked prone and taking half damage on a failure, or taking Showstopper Act
no damage on a success. You've mastered your Signature Act to a point of
Trapezist. Your walking speed increases by 15 feet and unimaginable spectacle. At 18th level you can spend your
you gain a climbing speed equal to your walking speed. movement and action to perform a Showstopper Act that
Additionally, if you hit a creature with a melee attack while beguiles your foes. Choose a number of creatures within 30
jumping or falling they take 1 extra point of damage for every feet that can see or hear you, up to your Charisma modifier.
5 feet jumped or fell in a straight line and must make a Each of the chosen creatures must make a Wisdom saving
Strength saving throw (DC equal to 8 + your proficiency throw (DC DC 8 + your Charisma modifier + your proficiency
bonus + your Dexterity modifier) or be knocked prone. After bonus) or be charmed by you until the end of your next turn
landing this hit you can jump off the creature in another or until they're harmed by you in any way. While charmed in
direction of your choice, including another creature. this way, the target uses their action to cheer or admire you,
Whip Master. When taking the Attack action, you can and you have advantage on any attack roll made against
forgo one of your attacks to cast the command spell at 1st them.
level on a creature within melee range of you, using Once you take this action, you can’t do so again until you
Charisma as your spellcasting ability for this spell. A creature finish a long rest.
you're grappling has disadvantage on their saving throw. You

can only cast this spell a number of times equal to your

proficiency bonus, and you regain all expended uses of it


when you finish a long rest.
Art Credit
"LETHAL CIRCUS" by Tim Löchner
"Blade Juggler MtG Art" by Dmitry Burmak

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.
 
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