Base Class: Fighter
Gladiators are fighters who honed their skills not on the battlefield, but in an arena for the entertainment and approval of others.
Piecemeal Armor
You are used to wearing protection that exposes your physique, often just greaves, manicae and a helmet.
Starting at 3rd level you can spend 1 hour to adapt a suit of medium or heavy armor into its piecemeal equivalent. Heavy piecemeal armor weighs 20 lb. less and does not provoke stealth disadvantage, and medium piecemeal armor weighs 10 lb. less. The armor's AC is 1 less than normal. When you wear piecemeal armor you have made, you add your proficiency bonus to Charisma (Performance) checks (if you do not already use your proficiency bonus for this skill) made to entertain an audience with your martial prowess – including gaining the approval of a sponsor or honored guest!
Crowd Favorite
At 3rd level, you gain proficiency with performance skill checks and when you use your action surge you gain an inspiration die (1d6) this scales to a d8 at 7th and d10 at 15th.
Combat Enhancements
Starting at 3rd level you gain two combat enhancements that help sway the tide of battle, gain an additional one at 7,10, and 15.
Battle Cry
as a bonus action you let out a blood boiling below that integrates allies that can hear you within 60ft gain temp hit-points equal to your Charisma modifier. You regain this feature after a long rest.
Combative Dash
As a bonus action you gain additional movement equal to your speed use this movement to move to an enemy or ally. regain this feature on a short or long rest.
Lunging Attack
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.
Outnumbered
When you have three or more enemies within 10ft of you may use your reaction to add 3 to your AC and your melee attacks as well as melee attacks made against you have disadvantage to hit you until the end of your next turn
Parry
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Precision Attack
When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Pushing Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Titan Slayer
When you attack a creature with a size larger then you with a weapon attack, you can spend a combat Performance charge to add your performance modifier to your attack roll.
Unique Weapon
Starting at 7th level, you have a weapon that you are famous for using, and that you made yourself. You may spend one long rest to craft a new weapon but cannot use a weapon with the makeshift property for crafting. Choose a specific weapon. You gain the following features while using it.
- You have a +1 to attack rolls made with this weapon.
- You have a +1 bonus to your AC while wielding this weapon.
- You may choose two special properties from the following list to apply to your weapon.
Makeshift - Choose two weapons. you may take any property from one weapon and add or replace a property of the other. Such as damage type, heavy, reach, one-handed, or versatile, ext.
Gargantuan - Your weapon is much larger and heavier then others of its make. It gains the heavy property and its dice size increases by 1 (d4>d6>d8>d10>d12).
Flaming - Your weapon is imbued with flaming energy and deals and additional 1d8 fire damage.
Freezing - Your weapon is imbued with freezing energy and deals and additional 1d8 cold damage.
Shocking - Your weapon is imbued with shocking energy and deals and additional 1d8 lighting damage.
Thundering - Your weapon is imbued with thundering energy and deals and additional 1d8 thunder damage.
Uniquely crafted - Your weapon gains any weapon property of your choice.
Chained - Your weapon becomes equipped with a 15ft long chain. It gains a range attack of 15ft and the returning property. Also when making a grapple attempt you automatically gain advantage.
Shock and Awe
Starting at 10th level, as a bonus action you can enter one of the following stances
- Gamblers Stance: Until the start of your next turn, attack rolls against you have advantage if the attacker is within your reach. While in this fighting stance, when a creature within your reach attacks you, they provoke an opportunity attack from you, and when you make an opportunity attack provoked in such a manner, you do not need to use your reaction.
- Brawlers Stance: Until the start of your next turn when ever you hit with a melee attack defending creature must make a Strength saving throw (DC 8 + STR + Proficiency). If the creature fails the save they are knocked prone.
Brutality
At 15th level onward, if you hit a creature with a weapon attack and reduce it to 0 hit points or if you score a critical hit, you may make one additional attack with it against another creature within reach.
Master Finisher
At 18th level, when an enemy is knocked prone within 5 feet of you, you can use your reaction to make a melee attack against it. When you attack a creature that is prone, you deal an additional 2d6 damage of the weapon's damage type.
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