Barber (5A)

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A barber is a people person who develops a clientele of customers who he helps to remain healthy and as beautiful as they can be. Entertaining customers with outlandish tales and a sampling of many kinds of lore are also in the barber's line of work. This gives the barber an unequaled net of contacts and acquaintances.

Bonus Proficiencies

At 3rd level when you pick this archetype, you gain proficiency with the disguise kit and in two of the following skills: Arcana, Deception, History, Insight, Investigation, Medicine, Nature, Performance, Persuasion, Religion, or Sleight of Hand. From now on you can select the disguise kit with your expertise feature.

Bonus Proficiencies At 3rd level when you pick this archetype, you gain proficiency with the disguise kit. If you are already proficient in this, you gain proficiency in another tool kit of your choice.

Jack of Talk

Starting at 3rd level, you can add half your proficiency bonus, rounded down, to any ability check you make that involves a tool kit, musical instrument or an Intelligence or Charisma check that doesn't already include your proficiency bonus.

Captive Audience

At 3rd level you gain the ability to distract an audience with endless stories or performances, similar but not identical to the Enthrall spell. You use an action to weave a distracting string of words or views, causing creatures of your choice that you can see within 60 ft. and that can hear you to make a Wisdom saving throw, the DC is your passive Charisma (deception, intimidate, perform, or persuade) as appropriate to your display. Any creature that can’t be charmed succeeds on this saving throw automatically. On a failed save, the target is charmed and has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you. They will move to remain in sight and within 60 ft. of you but take no actions. You must spend a bonus action each round to maintain the effect. The effect ends if creatures perceive an active threat, such as a nearby fight, or if they can no longer see or hear you. Other interruptions, such as an alarm or others calling for attention can allow additional saving throws, at the GM sees fit. A creature that saves cannot be affected again for the next hour. If the barber is currently grooming or operating on a target, that target's save suffers disadvantage.

Grooming (Ex)

At 9th level you can spend a short rest grooming yourself or another creature. For the next hour, the creature gains advantage and ignores any disadvantage on Charisma (deception, intimidate, perform, and persuade) and Disguise Kit checks.

Cajole

At 13th level you can spend an action to use clever wording and verbal trickery to make almost any proposition seem reasonable. This is similar to the Suggestion spell but is not a magical effect. You suggest a course of activity and influence a creature you can see within 30 ft that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a Wisdom saving throw, the DC is your passive Charisma (deception, intimidate, perform, or persuade) as appropriate to the situation. A creature affected by your Captive Audience ability suffers disadvantage on the Wisdom save. A creature that saves cannot be affected again for the next hour. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for up to 8 hours. If the suggested activity can be completed in a shorter time, the effect ends when the subject finishes what it was asked to do.

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At 17th level you can