Fighters sometimes get a reputation as dour or boring; not so with arcane showoffs, who leverage magic to make their battlefield deeds as flashy and spectacular as possible. As one might expect, some of these warriors fight in arenas for the adulation of crowds, but a surprising number of them can be found on battlefields, acting as shock troops and leading distraction forces. Some are wisecracking, capering maniacs and others are chilling pillars of menace, but they all command the attention of everyone nearby.
At 3rd level, you learn a variety of techniques to draw attention to yourself in a fight. You gain proficiency with your choice of the Performance skill or the Intimidation skill. You become proficient with the Cutting Omen combat tradition. You also learn to quickly decorate your armor and weapons to maximum effect. You may spend 10 minutes to grant the f lamboyant property to weapons you wield.
TABLE: ARCANE SHOWOFF SPELLCASTING
LEVEL | CANTRIPS KNOWN | SPELLS KNOWN | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|---|
3rd | 2 | 3 | 2 | – | – | – |
4th | 2 | 4 | 3 | – | – | – |
5th | 2 | 4 | 3 | – | – | – |
6th | 2 | 4 | 3 | – | – | – |
7th | 2 | 5 | 4 | 2 | – | – |
8th | 2 | 6 | 4 | 2 | – | – |
9th | 2 | 6 | 4 | 2 | – | – |
10th | 3 | 7 | 4 | 3 | – | – |
11th | 3 | 8 | 4 | 3 | – | – |
12th | 3 | 8 | 4 | 3 | – | – |
13th | 3 | 9 | 4 | 3 | 2 | – |
14th | 3 | 10 | 4 | 3 | 2 | – |
15th | 3 | 10 | 4 | 3 | 2 | – |
16th | 3 | 11 | 4 | 3 | 3 | – |
17th | 3 | 11 | 4 | 3 | 3 | – |
18th | 3 | 11 | 4 | 3 | 3 | – |
19th | 3 | 12 | 4 | 3 | 3 | 1 |
20th | 3 | 13 | 4 | 3 | 3 | 1 |
Also at 3rd level, you have trained in magic, granting you the power to cast spells. Showoffs tap into arcane power, and focus on magic that enhances their prowess in the most dramatic and spectacular ways possible.
At 3rd level, you know two cantrips of your choice, chosen from the following schools: attack, movement, prismatic, sound, transformation, and weaponry. These spells count as fighter spells for you. You learn an additional cantrip at 10th level.
The Arcane Showoff Spellcasting table shows how many spell slots you have to cast your spells of 1st-level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You know three 1st-level spells of your choice from the chosen from the attack, movement, prismatic, sound, transformation, and weaponry schools. The Spells Known column of the Arcane Showoff Spellcasting table shows when you learn more spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots.
Additionally, when you gain a level in this class, you can choose one of the spells you know from this feature and replace it with another qualifying spell of a level for which you have spell slots.
Charisma is your spellcasting ability for your spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
At 7th level, you learn to humiliate your foes even as you strike them down. Once per turn, when you hit with a melee weapon attack, choose one damage type from fire, lightning, radiant, or thunder. The attack deals 1d6 bonus damage of the chosen type. The target of the attack must also make a Wisdom saving throw against your maneuver save DC; on a failure, it is rattled until the end of its next turn.
At 10th level, you have learned to weave together your combat prowess, flair for the dramatic, and magical acumen. When you take the Attack action, you can spend 2 exertion points to substitute one of your attacks with a spell with a casting time of 1 Action. When you do, you emit a flash of magical energy that jangles the equilibrium of those around you. Hostile creatures within 10 feet of you must make a Constitution saving throw against your spell save DC; creatures who fail are poisoned and deafened until the end of their next turn.
You can cast a spell in this way only once per turn.
Beginning at 15th level, you can make yourself impossible to ignore on the battlefield. As a bonus action, you can spend 3 exertion points to taunt all enemies within 30 feet. Affected creatures must make an Intelligence saving throw against your spell save DC. Creatures that fail their save zero in on you and you alone for one minute, causing them disadvantage on attacks against creatures other than you and on opposed checks they make to find hiding creatures other than you. A creature can repeat the save at the end of each of its turns, ending the effect on a success.
Starting at 18th level, you infuse everything you do with spectacular magical ornamentation. When you roll initiative, you can activate your Fireworks (no action). This grants you advantage on Performance and Intimidation checks. While under the effects of Fireworks, you cannot make Stealth checks, you do not benefit from invisibility, and the noise of your magically-infused assault can be heard up to 300 feet away with no checks required. You shed bright light in a 30-foot radius around yourself and dim light a further 30 feet beyond that.
Additionally, you can spend 2 exertion points as a bonus action to have all attacks you make until the end of your turn benefit from Demoralizing Prowess. When you do, you must pick a different damage type each time Demoralizing Prowess triggers. In addition, the severity of the effects of your attacks increases. If a creature fails a second saving throw in the same round against your Demoralizing Prowess, it is also blinded until the end of its next turn. If it fails a third, it is also stunned for that duration.