Base Class: Fighter
The Gladiator fighter subclass specializes in drawing attention, inspiring allies with dazzling attacks, and frightening enemies with brutal executions.
Special Thanks and Credit to "Braradic_Inspiration": For balancing suggestions and advice during the creation of this Homebrew subclass.
Core Stats: Strength, Constitution, and Charisma
This is a subclass inspired by the movie "Gladiator", from the year 2000. I also wanted to make a fighter subclass that could have more impact in role play situations while actually being capable of mechanically fulfilling the “tank” role that people imagine martial classes occupy during combat. I thought it turned out well enough and I think it's a unique idea, so I decided to publish it here.
Level 3: Magnetic Personality
Once per turn, cause all enemies within a 20ft sphere, centered on you, to have disadvantage on attacking targets other than you until the end of your next turn. This ability has one charge at level 3, two charges at level 5, three charges at level 7, and five charges at level 10.
Additionally, whenever you make a Charisma (Intimidation, Performance, or Persuasion) check, you have advantage.
Gain proficiency in an Intelligence, Wisdom, or Charisma skill of your choice.
Level 3: Showmanship
You start with four showmanship charges and gain access to the three showmanship abilities listed below. Once per turn, you may expend one showmanship charge to use a showmanship ability. Showmanship charges replenish on a short or long rest. Additionally, your attack modifier can be charisma instead of strength.
The number of showmanship charges increases to five at level 5, six at level 7, and eight at level 10. The DC of saving throws for this feature equals 8 plus your Strength, Dexterity, or Charisma modifier (your choice) and Proficiency Bonus.
Haymaker: The enemy must make a constitution saving throw or gain the prone condition.
Pocket Sand: Choose an enemy within 10ft and line of sight. The enemy must make a dexterity saving throw, or gain the blinded condition until the end of your next turn.
Bola Throw: Choose an enemy within 30ft and line of sight. The enemy must make a dexterity saving throw or gain the restrained condition until the end of your next turn.
Level 7: Fighting Dirty
Once per turn, you can take a bonus action to inflict additional damage or effects on enemies, with the abilities below, that are already suffering from specific conditions.
Elbow Drop: As a bonus action, deal an additional 2d8 bludgeoning damage to an enemy that is prone within 5ft and reduce their speed to 0 until the end of your next turn.
Discombobulate: As a bonus action, deal an additional 2d8 bludgeoning damage to an enemy that is blinded within 5ft and grant them the stunned condition until the end of your next turn.
Toe Stab: As a bonus action, deal an additional 2d8 piercing damage to an enemy who is restrained within 5ft.
All damage dice from the feature “Fighting Dirty” become a d10 at level 10, and become a d12 at level 15.
Level 10: Coup de Grâce
Gain two charges of this feature per long rest. Once per turn, after a successful attack roll, expend one charge of this feature to deal 6d10 additional force damage to an enemy.
If the targeted enemy’s HP drops to 0 from this damage, all enemies within line of sight must make a wisdom saving throw. On a failed save, all enemies within line of sight must use their reaction, if available, to move as far away from you as they can, using the safest route.
The DC of the wisdom saving throw equals 8 plus your Strength, Dexterity, or Charisma modifier (your choice) and Proficiency Bonus.
Additionally, all damage dice from the feature “Fighting Dirty” become a d10 instead of a d8.
Level 15: Inspiring Execution
Bringing enemies to 0 hit points with your attacks immediately grants all allies within line of sight advantage on the next D20 test of their choice until the end of your next turn.
Additionally, all damage dice from the feature “Fighting Dirty” become a d12.
Level 18: Are You Not Entertained?
The Coup de Grâce feature now has three charges and also replenishes on a short rest.
Enemies that fail the wisdom saving throw for the Coup de Grâce feature now also gain the Frightened condition until the end of your next turn.
Previous Versions
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6/15/2026 1:03:51 PM
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