Base Class: Fighter
Gladiators are experienced fighters, that are used to fight for their lives, money and attention from viewers in arenas. Most of them do not value honor as its useless when you are dead that's why they do not hesitate to fight dirty and prefer defensive style over aggressive. These gladiators are all about responding to enemies' and companions' actions, pulling back their punches to strike only when and where it hurts their enemies the most.
Dirty Moves
Dirty Moves DC: 8+your proficiency bonus + your Strength or Dexterity(your choice).
Starting at 3rd level, you learn next maneuvers:
Riposte. If you are using a weapon that you are proficient with, and a creature within your reach makes an attack against you that misses, you can use your reaction to make a melee attack with a weapon that you are holding against this creature.
Line in the sand. While you are wielding a weapon that you are proficient with, and other creature enters your reach, you can use your reaction to make a melee weapon attack against that creature.
Pocket sand. When there is a creature within your reach, you have a free hand and you stay on a surface that is covered with sand, dirt, dust etc or you have some of these substances on you, you can use your reaction to force this creature to make a Dexterity saving throw against your Dirty Moves DC. On a failed save, it is blinded until the end of your next turn.
At 7th level, you learn next maneuvers:
Momentary defense. If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, and you wielding a shield, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect but other creatures' attacks against are made with an advantage until the end of your next turn.
Moment of weakness. If you are using a weapon, that you are proficient with, and a creature within your reach gains an effect from this list: blinded, charmed, frightened, grappled, incapacitated, paralyzed, petrified, prone, restrained, stunned or unconsious, you can use your reaction to make a mellee weapon attack against that creature.
Keep distance. When another creature enters your reach, you can use your reaction to move up to 10 feet , not provoking attacks of opportunity. This movement can't bring you closer to this creature.
At 10th level, you learn next maneuvers:
On the sly. While it's not your turn, and a creature within your reach gets hit by an attack, you can use your reaction to make a melee weapon attack against this creature.
Death grip. When a creature that is grappled by you uses its action to escape, you can use your reaction to make a melee attack against this creature. If it hits, the creature has a disadvantage on this check made to escape your grapple.
Blood and sand. If you hit a creature with a melee weapon attack, you can use your reaction to force that creature to make a Constitution saving throw against your Dirty Moves DC. On failure, the creature starts bleeding, losing 1d4 of its current hit points at the start of its turn. Can be stacked. At the end of its turn, the creature can repeat its saving throw against this ability. If it succeeds on its saving throw, all effects from this maneuver end.
At 15th level, you learn next maneuvers:
Trip them up. If you are using a weapon that you are proficient with, and a creature within your reach makes a Dexterity saving throw, you can use your reaction to give it a disadvantage on this saving throw. Also, if it fails this saving throw it falls prone.
Deny magic. If you are using a weapon that you are proficient with, and a creature within your reach casts a spell, you can use your reaction to make a melee weapon attack against that creature. Also, if this attack hits and the spell was supposed to teleport this creature it fails, otherwise the spell is casted before attack was made.
Brothers in Arms. If a creature within your reach makes a saving throw or skill check, you can use your reaction to give it an advantage on that roll. You can use this maneuver only once per fight.
At 18th level, you learn next maneuvers:
A fly in the ointment. If a creature within your reach recovers hit points or gains temporary hit points you can use your reaction to make a melee weapon attack against that creature. If this attack hits, this creature loses half of hit points recovered and half of temporary hit points gained from the effect that caused this attack.
Champion of the arena. If you are under an effect that allows you to repeat saving throw at the end of your turn to cancel this effect, you can use your reaction to make saving throw against one of these effects. If you succeed on this saving throw, this effect ends.
Patience is a key
At 7th level you sharpen your skill of being patient. If at the end of your turn, you have not made all of your attacks from "Extra attack" ability, you gain preparation points in amount equal to amount of not used extra attacks, also you gain 2 preparation points whenever you roll for initiative. You can have up to three preparation points, and you can use them instead of your reaction to use maneuvers from «Dirty Moves» ability. You lose all of your preparation points when you are reduced to 0 hit points or lose ability to use reaction.
Turtle wins the race
At 10th level, when you use a maneuver from your «Dirty Moves» ability that allows you to make a melee weapon attack, and during your last turn you haven't moved for more than half of your speed, you make this attack with an advantage.
Lunge
At 15th level, your reach is increased by 5 feet, but when you make a melee attack against a creature that is at maximum distance of your reach, you need to move 5 feet in its direction. If you have no movement speed left or it's equal to 0, this ability doesn't work until your movement speed is higher than 0 and you have movement left.
Hard Stop
At 17th level, once per turn, when you hit a creature with a melee weapon attack made with your "Dirty Moves" ability, the creature's speed becomes 0 for the rest of turn and you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
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