Path of the Slapstick

Not all barbarians have an insatiable bloodlust! Some come from the wandering bands of circus performers and carnival folk, traveling the land entertaining people with feats of strength and durability. While some performing barbarians use their strength to become strongmen or their ability to shrug off damage for sword swallowing and fire-eating, barbarians on the Path of the Slapstick use physical comedy. They incorporate tumbling, pratfalls, and mock fights in both their act and the battlefield and they are ready to do so in a moment's notice.

Bonus Proficiencies When you choose this path at 3rd level, you gain proficiency in Charisma (Performance) checks and Dexterity (Acrobatics) checks and have advantage on these checks during combat.

Foolish Distraction Beginning at 3rd level, you can use your foolish behavior on the battlefield to hinder your enemies with a short, distracting performance. While raging, you can distract nearby foes as part of your attack action. When you hit a target with a melee attack, you can make a real show of it. All foes within 15 feet of you, that can also see or hear you, must make a Wisdom saving throw (DC 8 + your Charisma modifier + your proficiency bonus). On a failure, affected creatures gain disadvantage on melee attack rolls against all creatures except you, and disadvantage on concentration checks until the end your next turn. An enemy is immune to this effect if it can't be charmed. You can use this ability again after a short or long rest.

Falling with Style At 6th level, you have learned how to expertly tumble and pratfall in ways that are less physically demanding. You always take half damage from falling. You can choose to take no damage from falling, from up to a height of 10 feet times your Constitution modifier, but fall prone and become stunned until the end of your next turn.

Reactive Performance At 10th level, you have mastered the art of combat clumsiness, giving you one additional reaction for one round. You may not use this extra reaction immediately after using your first reaction, but you can use it before your next turn. Once you use the extra reaction, you regain the use of it after a short or long rest.