Martial Archetype: The Master of Slapstick

In it for the laughs You are someone who appreciates the convenience of modernity, having what you need at your fingertips, and always being ready with a plan. You are a fighter of considerable intelect, who doesn't neccesarily wish to devote the time and energy to sitting through a magical studies minor in order to make good use of that intelligence. Well you are in luck! With Acme's newest "Fighting for The Thinking Fighter" Manual, you too can make anything within reach a weapon in your skilled hands, fool your enemies into only the cleverest of ruses, and even learn to confound the wizards and artificers of your world with feats which defy all sound reason and yet make a bizzare sort of sense all the same! Subclass Features Class Level Features 3rd On the Fly, Magic Bag, Not A Scratch 7th A Wise Guy Eh?, This. Means. War! 10th Fool me Once! 15th Heavy Ammunition in Your Camp! 18th Logic Be Damned!

On the Fly

When you take this Martial Archetype at level 3 you gain proficiency in improvised weapons, which in your hands can be wielded as finesse weapons, and can be thrown with a range of 20 feet, or of 60 feet at disadvantage. These weapons use 1d8 when rolling damage, which may be defined by the nature of what is being used for this feature. You also gain proficiency with deception checks for....no particular reasonn nosiree!

Magic Bag

At 3rd level you gain the ability to pull from a wide range of on hand improvised weaponry which you keep on your person.

You may use your action to sort through your pockets, your pantaloons, your travel bag, or anywhere else you think you may have put that thing you need for this specific fight choosing from the Acme Brand Improvised Weapon's Catalogue.

You could do this...or...you could use your bonus action instead and roll a d20 to pick a weapon at random and just make this stick of dynamite you just pulled work even though you're in an enclosed hallway and are supposed to be on a stealth mission... Weapons made by this feature last until the end of the user's next turn before being destroyed by their use as weapons...or just from exploding...

Not A Scratch!

Finally at 3rd level, when using improvised weapons, you may always make the damage done via these weapons, collateral damage caused as a result of effects done by these weapons, and later damage done by traps which you engineer via your "A Wise Guy Eh?" feature, non lethal.

Additionally, a number of times equal to your constitution modifier per long rest, you can use your reaction to gain resistance to Bludgeoning, Fire, Force, Piercing, and Slashing damage.

A Wise Guy Eh?

At 7th level you learn how to rapidly deploy elaborate tricks and traps.

A number of times per long rest equal to your intelligence modifier plus one (at a minimum of twice per long rest) you may designate an unoccupied space within 10 ft of yourself and quickly assemble a trap of your own description which you may bait an enemy into entering and triggering with a deception check using your intelligence modifier contested by a wisdom check (insight) on the part of your intended mark Audience Volunteer waiting to participate in your magic show trick!

This trap when triggered may either restrain up to a large sized target for one round, or do 4d10 Bludgeoning, Fire, Force, Piercing, or Slashing damage. Once triggered your traps are destroyed and cannot be used again.

This. Means. War!

This is a slight drawback you may discover very soon after your realization of your ability to lay traps via your "A Wise Guy Eh?" feature at 7th level.

Turns out, people are distinctly not the biggest fans of being led into a bear trap oh so cleverly disguised as a display platform for their suitcase laden with gold coins, they'll brobably be even less enthusiastic upon discovery that the gold coins in question are, in fact, wooden slivers you simply painted to look shiny and golden.

An enemy who you have oh so expertly pulled a fast one on, will view you with immediate spiteful contempt, and spend the first round following you executing your trap pursuing you in the name of revenge for being made a fool of.

Fool Me Once!

Your practice with pulling fast ones over on the maroons you've come across has lent you insight into the working mind of the beings you regularly face.

When baiting a target into one of your traps for the first time in a fight, you may make your deception check at advantage.