Barber (5A)

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This is a Rogue subclass for 5A.

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.

Greyhawk The barber is more of an Arabian Nights character than one from a renaissance intrigue. The role is still possible, but a bit of an odd duck outside of Baklunish lands.

Archetype Features

Bonus Proficiencies

At 3rd level when you pick this archetype, you gain proficiency with the Disguise Kit and with two of the following skills: Deception, Intimidate, Medicine, Perform, Persuade, or Sleight of Hand. If you are already proficient with the Disguise Kit, you gain proficiency in another tool kit of your choice. If you are already proficient in a skill you choose, you gain expertise (double proficiency bonus) with that skill instead of proficiency. Add Disguise Kit to the choices you can make with your Expertise ability.

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, 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 8 + your proficiency bonus in Deception, Intimidate, Perform, Persuade, or Sleight of Hand, 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 30 ft. of you but take no actions. You have advantage if you attack a creature that has been captivated, at the risk of being noticed and breaking the effect. 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 you are currently grooming a target, that target's save suffers disadvantage.

Grooming (Ex)

Also at 3rd level you can spend an hour to use a Disguise Kit to groom yourself or another creature. This can but need not involve an actual disguise. Until the creature takes a long rest, it ignores any disadvantage on Charisma and Disguise Kit checks.


At 9th 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 effect. The target must make a Wisdom saving throw, the The DC 8 + your proficiency bonus in Deception, Intimidate, Perform, Persuade, or Sleight of Hand as appropriate to the situation. A creature affected by your Captive Audience ability suffers disadvantage on the Wisdom save, and you can affect all of your captive audience with a single use of Cajole. 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 1 hour. If the suggested activity can be completed in a shorter time, the effect ends when the subject finishes what it was asked to do.


At 13th level your other abilities improve.

When you use Captive Audience or Cajole and a creature saves the creature no longer becomes immune to further uses of that ability. You can use that ability again on that creature, but you must use a different skill.

Your Captive Audience ability is no longer broken by a threat, only by damage to the creature itself. A member of your captive audience can make a new saving throw at the end of its turn if it perceives a threat.

You can groom a number of people in an hour equal to your Intelligence.


At 17th level you have become a famous maker and breaker of careers. As a reaction, you can give a creature within 100 feet (except yourself) who can hear or see you advantage or disadvantage on any ability check, saving throw, or attack roll they are about to make.

As an action or bonus action you can give a creature within 100 ft. advantage or disadvantage on a specific task you name when using the ability. This effect lasts for 1 minute.