Base Class: Fighter
The rush of combat, the thrill of the fight, the roar of the crowd, the heat of battle - all of these delightful sensations call out to those destined for glory through heroic challenge. Those truly bound to this fate are as at home among fetid lairs and dark alleys as they are grand colosseums and the court of kings. These triumphant warriors can slay foes far too fearsome for lesser mortals, turning their fervent dreams of the greatest arenas into reality.
Challenger
3rd-level Dreamsworn Gladiator Feature
At 3rd level, your fervent passion allows you to issue an undeniable challenge. When you roll initiative and are not surprised, you can call out to one creature you can see, challenging it. Choose one of the following:
To The Blood! You can add your proficiency bonus to the damage of your first successful attack against the challenged creature made during this.
To The Pain! You and the challenged creature gain advantage on attack rolls made targeting one another for the duration of the combat.
To The Death! You and the challenged creature have disadvantage on attacks made targeting one another for the duration of the combat, but your successful attacks targeting one another deal twice as much.
If the challenged creature is reduced to 0 hit points, dies, or surrenders, you can use your bonus action to issue a new challenge.
Claim To Fame
3rd-level Dreamsworn Gladiator Feature
Also at 3rd level, your words paint clear pictures of the battles you've fought. You gain proficiency with the Performance skill, or another skill of your choosing if you are already proficient.
When you recount the story of a combat, you can choose to project an image of the fight into minds of your audience, displaying yourself and your opponent in a light of your choosing. If you deviate from the truth by excess exaggeration or claim credit you are not due, the effect ends.
Imagined Colosseum
7th-level Dreamsworn Gladiator Feature
At 7th level, your lust for glorious battle permeates the minds of others to create a shared delusion. While in combat, the world around you and the other combatants changes visually in a manner of your choosing, and distant illusory crowds cheer and roar with every dangerous moment.
When you take the Dodge action, you can stoke the crowd, causing a part of the illusion to manifest in reality. Choose one of the following:
Blood on Sand. Choose a creature in this combat. The area currently within 15 feet of that creature becomes difficult terrain for the duration of combat.
Pillars and Barriers. Choose an unoccupied 5-by-10-foot cylinder within 300 feet of you. A harmless obstacle of your choosing, such as a pillar, staircase, or barricade appears in this space. This obstacle has 15 hit points, provides three-quarters cover, and lasts for the duration of combat. If you use your bonus action when selecting this option, you can choose a second cylinder.
Deadly Traps. Choose an unoccupied 5-foot cube at a point you can see within 300 feet of you. This area becomes filled with an obvious, dangerous trap of your choosing, such as a pit of spikes, whirling chains, sparking crystals, a brazier of fire, a pool of acid, or another similar hazard. When a creature enters this area or starts its turn there, it must make a Dexterity saving throw with a DC equal to 8 + your proficiency bonus + your highest ability score
modifier. If it fails, it takes acid, bludgeoning, cold, fire, lightning, piercing, poison, or slashing damage (your choice, appropriate to the hazard) equal to 1d10 + your fighter level, or half as much damage if it succeeds. The trap lasts for the duration of combat.
Duelist's Determination
10th-level Dreamsworn Gladiator Feature
Starting at 10th level, you gain advantage on saving throws caused by the creature you've challenged.
Sworn to Victory
15th-level Dreamsworn Gladiator Feature
At 15th level, your skills and your delusions grow as you get closer to death. While you have fewer than half your maximum hit points, you can take the Dodge action as a bonus action.
The Dream
18th-level Dreamsworn Gladiator Feature
At 18th level, not even magic can stop you. When you take the Attack action, you can sacrifice one attack to strike a spell or temporary magical effect within your reach or range, attempting to tear it asunder. The caster or originator of the effect must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your highest ability score modifier. If they fail, the spell or effect immediately ends.
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