Base Class: Fighter
Gladiators are warriors, they are amazing fighters and love the glory from crowds. They perform their fight for others, showboating and rising for the crowd. They fight better in one on ones and often have unconventional weapons as others find them cooler and unique. They hate range and people who fight with bows and spells rather then an axe or sword. Usually talking in combat to throw their opponent off.
Unconventional Weapon
Your nature to perform in fights and humiliate opponents extends anywhere. Dire situations or for an actual audience. You gain proficiency in one of these unconventional weapons.
Net
You have a net that can be used in combat. Your proficiency allows you to trap and snare opponents with your net. Whipping it around in a bundle, at an opponent five or ten feet away you can attack them with the net. You make an attack roll + proficiency modifier. If the net makes their AC the opponent becomes restrained, they can't move or attack and they fall prone on the ground. Unless they can break the net with a knife or burn it, there is no way to get out without help. This does not work on huge or colossal opponents.
Fishing Hook
You have a fishing hook that can be used to fish or in combat. Make an attack roll + 2 + proficiency modifier and it deals 1d4+2 piercing damage, this can be done 30 feet away. The enemy can no longer move further away from you and must stay within the range of where you hooked them. As a bonus action you can reel them in five feet. They can take an action to remove the hook.
Gauntlet
On their off hand, they wear a metal glove. But some mechanics were built into it. It is dangerous and if anyone else were to use the gauntlet they will take the same damage. The gauntlet deals 1d6 + strength modifier bludgeoning damage when striking an opponent. But their are spines built into it that can either deal 1d4 fire, lightning or poison damage. They must then make a constitution saving throw against your DC which is 8 + proficiency modifier + constitution modifier. Depending on what mechanic is in the weapon determines the effect if they fail. They either are poisoned, on fire or paralysed.
Ash Sack
You carry a stick with a thin bag of ash on the end of it. On a attack roll + proficiency modifier you can slam the ash sack on the end in their eyes. You blind them and they must wash their face with water to no longer be blind. You have advantage on all attacks against them and they have disadvantage.
Performance Recovery
If you miss an attack, your next attack is made with advantage. This is not effected by ranged weapons.
Pumped Up
The rally of an audience fires you up when you are in battle that now translates outside. You gain proficiency in intimidation and performance checks and if an ally is within 5 ft of you when making an attack roll you add your charisma modifier to your roll.
Single Battler
Your battling style peaks in one on one battles and you perform better after each attack. After every successful attack you do with a melee weapon you do +1 damage and get a +1 on the attack roll. This stacks after you attack the same person and you don't gain more if you miss. After hitting another person, these bonuses reset.
Play it for the Crowd
You flare things up for effect but are adapt at taking it. You add your charisma modifier to all saving throws except charisma.
Flare
You feel inadequate if others do better and you must one up them for the crowd. If anyone that you can see gets a nat 20 on an attack roll you get inspiration. Does not stack.
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