Base Class: Fighter
You were forged in the fight pits, the cheers of the crowd is your only currency, and you live for their applaud. Gladiators come in all shapes and sizes. But one things is the same for all of them, they love the adrenaline they get from the roaring crowd.
Note: The archetypes, have various unique abilities, this was my first proper homebrew so I did not realize there was a prerequisite system until it was a tad bit late. Hope you Enjoy :)
Improved Critical
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
Showboating
The glory of the kill is yours to be had! You're on a streak, don't let anyone stop you! Gain advantage for your next saving throw or attack roll (of choice) if you killed an enemy on your turn.
Gladiator Archetype
Bruiser - Big, mean, and can sure pack a punch! That doesn't mean they can't take a punch either. Gain additional +1 to all heavy armor and shields you wear. Additional +2 to damage when using a two-handed weapons. Additional perks gained later on...
Entertainer - You fight to entertain the crowd, they're roars fuel you onward! Lose proficiency with heavy and medium armor but gain a +3 to AC. Gain advantage on DEX saving throws. Additional perks gained later on...
Slinger - Immobilize your prey and pelt them with projectiles! The crowd loves some good old fashioned brutality! Gain proficiency with nets and slings, and as a bonus action you may attack with any ranged weapon again after an action. Gain +2 to attack rolls with ranged weapons. Additional perks gained later on...
Bruiser
Bruiser - Big, mean, and can sure pack a punch! That doesn't mean they can't take a punch either. Gain additional +1 to all heavy armor and shields you wear. Additional +2 to damage when using a two-handed weapons. Additional perks gained later on...
Wide Sweep (Lvl 3) - sweep your weapon in front of you, knocking any opponent directly in front or diagonal of you. They need to make a DEX save 13 or be knocked prone.
Pommel Strike (Lvl 3) - Strike the enemy with the pommel of your weapon, dealing 1d4 plus modifier, and causing the opponent's next attack to be at a disadvantage. Once per turn.
Tunnel Vision (Lvl 7) - You focus down one opponent, gaining advantage on attack rolls for that turn.
Counter (Lvl 10) - You may use your reaction to parry an opponent's attack and counter attack.
Cull The Weak (Lvl 15) - (REQUIRES 2 ACTIONS) Execute the opponent in front of you who has 50 hit points or less, killing them instantly. Once per long rest
Entertainer
Entertainer - You fight to entertain the crowd, they're roars fuel you onward! Lose proficiency with heavy and medium armor but gain a +3 to AC. Gain advantage of DEX saving throws. Gain proficiency in performance, and you can add the performance bonus to attack roll (to hit). You also gain a unique status called bleed, actions you gain in this subclass let you apply bleed. This status has "tiers", this means that repeated applications of the bleed status increases the dice quality (i.e: 1d4, to 1d6, to 1d8, to 1d10, to 1d12, to 1d20. MAX of d20). In further levels the dice count is increased (ex: 2d4, to 2d6, etc). Opponents with the status take the damage on their turn and mast make a con saving throw of 14 (increases to 16 at lvl 10, 17 at lvl 15, and 18 at lvl 18). If the target succeeds the throw then the tier decreases by 1 until the status is lost. Additional perks gained later on...
Skewer (lvl 3)- Using an action, skewer you opponent with your weapon, the opponent makes a saving throw, on a fail they are either put into a prone position OR you inflict the bleed status.
Toe Stab (lvl 3)- Using an action, stab an opponent's foot, partially immobilizing them, reducing movement down to 10 feet. If followed up by the Skewer action, add 1 "tier" of bleed to what would already be applied by Skewer action.
Hype Up (lvl 7)- Everyone needs a hype-man! Using a bonus action you inspire allies who can hear you in a 60 ft circle, granting a d6 of inspiration. (Essentially you grant bardic inspiration). Die increases to d8 (lvl 10), d10 (lvl 15), d12 (lvl 18). Can use once per short rest.
Gut Them! (lvl 10)- Using an action, slash at your opponent's torso causing massive bleeding. They take half of your weapon's damage and make a DC 16 Con saving throw. On a failed throw the creature gets 2 tiers of the bleed status. On a successful throw the creature just takes half of your weapon's damage.
At level 15 the effect applies 3 tiers instead.
Hemorrhaging Deflect (lvl 15)- As a reaction you deflect the opponents attack and applying 1 tier of the bleed status. If this reaction is use again you must roll the same number or higher that the opponent rolled for their attack to hit. if you do not roll the number or higher then the bleed will not be applied.
Slinger
Slinger - Immobilize your prey and pelt them with projectiles! The crow loves some good old fashioned brutality! Gain proficiency with nets and slings, and as a bonus action you may attack with any ranged weapon again after an action. Gain +2 to attack rolls with ranged weapons.
Call Out (lvl 3)- Call out an opponent to allies, letting them have an advantage on attack rolls during their next turn.
Sand in The Eyes! (lvl 3)- You throw a small thinly put together bag of sand at an opponent blinding them for 2 of their turns and giving them disadvantage on their next attack.
Vendetta Shot (lvl 7)- Fire a projectile at an opponent with extreme prejudice, using all of your strength to make it hurt that much more. deals 4d6 piercing damage. Targets hit by Vendetta Shot take an additional 1d4 of psychic damage if they attacked you their last turn. Once per short rest. Psychic damage scales accordingly: (Lvl 7 - 2d4, Lvl 10 - 3d4, Lvl 15 - 4d4, Lvl 18 - 5d4)
Power Shot (lvl 10)- Fire a powerful shot towards an enemy, dealing critical damage. Can use once per short rest.
Overwatch (lvl 15)- With keen vision you shoot at anything that moves. As a reaction you may make a ranged attack on a target creature that moves within your vision.
Roar of The Crowd
The roaring of the crowd sends you into an adrenaline rush! When you use Action Surge, your next attack has advantage and +5 to damage.
Taunt
Taunting your opponents in the ring is the best way for them to open up their guard! As a Bonus Action, Target opponent you can see has disadvantage on attacks and saving throws for 2 of their turns.
Trick of The Trade
All versatile weapons deal an extra dice of damage
Reputation From The Pit
Your reputation follows you beyond the walls of the arena, allowing you a little more leverage for certain things.
You gain a proficiency and advantage in intimidation checks and persuasion checks.
Reveler of Mania
It can get chaotic in the arena, you don't mind it though. In fact you relish it! Making you unpredictable.
Choose from the three:
Here! Catch! - Use an action to throw your weapon at an enemy you can see. If it hits then the opponent becomes staggered, gaining a disadvantage for the next saving throw they do.
Playful Mocking - Use a bonus action to goad an ally of choice you can see, granting them advantage on their next attack. If they miss the attack they take 2d6 physic damage.
Temper Tantrum - As a reaction. After being attacked by an enemy you lose your cool and attack them 3 times. Regardless whether all three hit or not you become tired and have disadvantage on saving throws for 3 rounds.
Here! Catch!
Here! Catch! - Use an action to throw your weapon at an enemy you can see. If it hits then the opponent becomes staggered, gaining a disadvantage for the next saving throw they do.
Playful Mocking
Playful Mocking - Use a bonus action to goad an ally of choice you can see, granting them advantage on their next attack. If they miss the attack they take 2d6 physic damage.
Temper Tantrum
Temper Tantrum - As a reaction. After being attacked by an enemy you lose your cool and attack them 3 times. Regardless whether all three hit or not you become tired and have disadvantage on saving throws for 3 rounds.
Champion of The Arena
You are the champion! The masses call your name ins hysterical cheers!
Using an action. You can now call upon your admiring fans to aid you in combat, 1d10 persons will come to help. Can use once per long rest
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