This Month's Archetype & Preview of Final Pugilist Archetype
Added 2016-06-27 01:39:03 +0000 UTCHi backers!!
I wanted to address the fact that we were getting pretty close to the end of the month here and I have yet to release a backer exclusive piece of content. That's bad! I super apologize for that. I am optimistic that I could still get you a new archetype (the result of this month's poll) before the end of the week but I also wanted to let everyone know that if that somehow doesn't happen you can expect 2 Patreon backer exclusives in July. I am totally open to feedback about this so please let me hear your thoughts here or in a private message.
Speaking of the poll, it ended in a tie and...I'm not going to tell you the results right now! Regardless, I am planning to create both archetypes but release one as a backer exclusive and do the other as a DM's Guild release (which will be PWYW so backers will get it free).
And lastly and possibly most importantly (for some of you), I wanted to present you the final-ish draft of the last Pugilist Fight Club. I am hoping to get the document put together and up on DM's Guild this week so if you have any thoughts, please let me know here!
Thanks again to everyone,
Benjamin
Arena Royale
Pugilists in the Arena Royale fight club travel the world as equal parts performers and gladiators. Whether performing in staged physical competitions or fighting it out in real brawls, pugilists in the Arena Royale care as much about the theatrics of a fight as they do its outcome. Pugilists in this fight club also care deeply about their reputation and work to build up local and regional legends about their performing alternate personas.
Persona Libre
Starting when you choose this Fight Club at 3rd level, you create an alternate persona that you can adopt or discard as an action. When you create an alternate persona you should give the persona a striking name as well as some physical signifier (such as a mask or colorful cape) or another prominent idiosyncratic feature.
When you adopt your alternate persona you may make a Charisma (Disguise Kit) ability check with advantage. Creatures whose passive Insight is lower than the result of that roll will not recognize you as the same individual if you encounter them later, or have encountered them earlier, while not in the persona. Additionally, while you have adopted your alternate persona and you are not wearing any armor or using a shield, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
Work the Crowd
At 6th level, while you have adopted your alternate persona you can use your action to inspire fear and adoration in those nearby. When you do, make a Charisma (Performance) ability check and decide whether you are trying to inspire adoration or fear. All creatures within 30 feet who can see you must succeed on a Wisdom saving throw with a difficulty of that ability check result or be charmed if you chose adoration or frightened if you chose fear for the next minute. You can use this feature again after you complete a long rest.
High Flyer
Starting at 11th level, while you have adopted your alternate persona your base movement increases by 10 feet, your jump distance is tripled, and you can use your bonus action to take the Dash action.
Signature Move
Starting at 17th level, you create a signature move that you can use while you have adopted your alternate persona. Give your signature move a name and a description. You can replace one of your unarmed attacks or attacks with a pugilist weapon on your turn with this signature move.
When you use your signature move, you jump 15 feet, make an attack roll against a creature in range of your attack and if you hit the attack is a critical and the creature is stunned until the end of its next turn.
Unless you reduce a creature to 0 hit points with your Signature Move, you must finish a long rest before you can use it again.