Base Class: Fighter
While some fighters train to become tactical commanders or armored walls, the Gladiator walks a path of pure, unadulterated devastation. Born from the fighting pits and inspired by the legendary vocations of the Dragon Quest universe, these warriors believe that the best defense is an unstoppable offense. They do not care for elemental gimmicks or supporting their allies with magical buffs; instead, they rely on raw physical supremacy, perfect weapon mastery, and an indomitable martial spirit.
Through intense training and unparalleled battlefield experience, a Gladiator learns to channel their fighting spirit into a resource known as Focus. This inner power allows them to execute legendary combat maneuvers with blinding speed. They can duplicate their strikes in the blink of an eye with a Falcon Slash, cleave through entire groups of enemies with Multislice, or draw vital energy from their foes using a desperate Miracle Slash.
As a Gladiator grows in power, they become even more dangerous when pushed to the brink of death. A wounded Gladiator is a terrifying sight, turning their pain into reckless fury that can shatter the toughest enemy armor. If you want to play a vanguard striker who leads the charge, dominates the frontline, and leaves a trail of broken foes in your wake, the Gladiator is your calling.
Martial Spirit & Focus
Blade's Endurance
You gain the rugged resilience typical of an arena champion. When you choose this Subclass at 3rd level, your hit point maximum increases by 3. Whenever you gain a level in this class, your hit point maximum increases by an additional 1 hit point.
Gladiator Techniques
You learn powerful combat maneuvers inspired by legendary arena techniques. Your focus and determination are represented by Focus Points.
- Focus Points: You have a number of Focus Points equal to your twice your {{proficiency}}.
- Regaining Points: You regain all expended Focus Points when you finish a short or long rest.
- Saving Throws: Some of your techniques require your target to make a saving throw to resist the technique's effects. The saving throw DC is calculated as follows: Technique Save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
- Falcon Slash: When you take the Attack action on your turn, you can replace one of your attacks and expend 1 Focus Point to unleash a blindingly fast double-strike. Make a melee weapon attack against a creature within your reach. On a hit, the target takes 2d6 slashing damage. This attack does not add your ability score modifier to the damage roll.
- Miracle Slash: When you take the Attack action on your turn, you can replace one of your attacks and expend 1 Focus Point to siphon vital energy from your foe. Make a melee weapon attack against a creature within your reach. On a hit, the target takes 1d8 radiant damage+ability score modifier (or the weapon's damage type, player's choice), and you regain hit points equal to the damage dealt.
Relentless Assault
Multislice
Your speed with a blade allows you to strike multiple foes in a single fluid motion. As an action, you can expend 2 Focus Points to unleash a wave of slashes. Each creature in a 15-foot line or a 10-foot cone originating from you (your choice) must make a Dexterity saving throw against your Technique DC {{savedc:str,dex}}. A creature takes damage equal to your weapon's damage dice + your ability modifier on a failed save, or half as much damage on a successful one.
- Technique Save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
Psych Up
You can use a bonus action to hyper-focus your energy for an upcoming strike. The next weapon attack roll you make before the end of your current turn has advantage. If the attack hits, it deals an additional {{classlevel}} damage.
Level 10: Reckless Power
Vaporiser
When your fighting spirit is pushed to the brink, your strikes become unstoppable. While your current hit points are equal to or less than half of your hit point maximum, you can make one additional melee weapon attack whenever you take the Attack action on your turn. Additionally, your melee weapon attacks ignore any damage resistances the target has.
Double-Edged Slash: When you take the Attack action on your turn, you can replace one of your attacks and expend 2 Focus Points to put your own life on the line for a massive blow. Make a melee weapon attack against a creature within your reach. On a hit, the target takes 4d6 slashing damage (Or your weapons damage type) + your ability score modifier. You immediately take necrotic or recoil damage equal to half of the total damage dealt.
Helm Splitter: When you take the Attack action on your turn, you can replace one of your attacks and expend 4 Focus Points to attempt a devastating armor-crushing strike. Make a melee weapon attack against a creature within your reach. On a hit, the target takes 2d8 bludgeoning damage (Or your weapons damage type)+ your ability score modifier, and the target’s AC is reduced by 2 until the end of your next turn. This effect cannot stack; a creature cannot be affected by this technique again until the original effect ends.
Double Up: You can use a bonus action to muster all your strength into your next attack in exchange of opening up your defense. Your next attack deals double damage but your AC lowers by 3 until the beginning of your next turn.
Helm Splitter: When you take the Attack action on your turn, you can replace one of your attacks and expend 4 Focus Points to attempt a devastating armor-crushing strike. Make a melee weapon attack against a creature within your reach. On a hit, the target takes 2d8 bludgeoning damage (Or your weapons damage type)+ your ability score modifier, and the target’s AC is reduced by 2 until the end of your next turn. This effect cannot stack; a creature cannot be affected by this technique again until the original effect ends.
Double Up: You can use a bonus action to muster all your strength into your next attack in exchange of opening up your defense. Your next attack deals double damage but your AC lowers by 3 until the beginning of your next turn.
Level 15: Critical Mastery
You can force a devastating opening in your enemy's guard at the cost of your own accuracy. Once on each of your turns when you make a melee weapon attack, you can choose to take a -5 penalty to the attack roll. If the attack hits, it is automatically a critical hit.
Additionally, your critical hits now bypass any features or items that prevent critical damage (such as Adamantine Armor), and you roll three times the weapon's damage dice instead of twice.
Level 18: Champion of the Arena
Eternal Gladiator
Your sheer willpower refuses to let you fall in battle. When you are reduced to 0 hit points but not killed outright, you can immediately expend 1 Focus Point to drop to 1 hit point instead. When you use this feature, you can immediately use your reaction to make a Gyrfalcon Slash against a creature within your reach without the use of Focus Points.
Gyrfalcon Slash: Your speed transcends mortal limits. Your Falcon Slash technique is permanently upgraded to Gyrfalcon Slash. When you use it, it still replaces one attack from your Attack action, but you unleash a flurry of four strikes. On a hit, the target takes 4d6 slashing damage. This attack does add your ability score modifier to the damage roll. You can use this attack only once per round.
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