Base Class: Fighter
In Athas the people need a distracted to forget how hungry and oppressed they are. To solve this every Sorcerer-King has built a gladiatorial arena for slaves to fight in. Slaves who are strong, quick, or aggressive are picked from a young age and trained to be a gladiator. Once they are ready, they are pitted in death matches, usually group battles but sometimes duels as well if both gladiators are particularly famous.
One would think gladiators are expendable, but in fact they cost a lot of money to raise or train, thus it's a high risk, high reward bet for their masters to throw a slave into an arena. Even a loser can be popular if they are entertaining enough, thus gladiators are also part showmen, part warrior, hoping for the crowd to cheer for mercy should they lose because of how entertaining they were.
Though rare, sometimes a gladiator escapes, or even more rare, are awarded their freedom. The later case only happens for the best gladiators who catch the eye of the city's Sorcerer-King, with both the gladiator and their former master being awarded a large sum of money. In ether case, a freed gladiator even better then their slave counterparts; for they were skilled and fierce enough to face countless battles until they gained freedom.
Entertainer
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Athletics, Intimidation, Performance, or Persuasion. Additionally, you learn Giant.
Athletics
Learn Athletics.
Giant
Learn Giant.
Intimidation
Learn Intimidation.
Performance
Learn Performance.
Persuasion
Learn Persuasion.
Mano-a-Mano Mark
Starting at 3rd level, you can issue a challenge to a foe that makes it hesitate to engage your allies. When you hit a creature with a weapon attack, you can mark the creature for 1 minute. This effect ends early if you attack another creature, become incapacitated or die, or someone else marks the creature.
If the creature makes an attack against a creature other than you, you have advantage on all weapon attacks against the creature until the end of your next turn. Additionally, you gain a special reaction that you can use once each round to make one weapon attack against the marked creature when it moves out of your reach or attacks a creature other than you. You cannot use this special reaction and your normal reaction on the same turn.
Roar of the Crowd
Starting at 7th level, when you take the Attack action on your turn, you can use a bonus action to showboat for your allies. When you do, choose a number of hostile creatures within 15 feet up to the number of friendly creatures within 15 feet. The chosen creatures must succeed on a Wisdom saving throw (DC = 8 + your Charisma modifier + your proficiency bonus) or take psychic damage equal to 1d6 + your fighter level.
You can use this feature a number of times equal to your Charisma modifier (minimum once), and you regain all expended uses of it when you finish a long rest.
Build the Heat
Starting at 10th level, when you deal damage to the target of your Mano-a-Mano Mark, you roll twice and use the higher result. When the target of your Mano- a-Mano Mark deals damage to a creature other than you, it rolls the damage twice and uses the lower result.
Big Finish
Starting at 15th level, when you deal damage to a creature with a weapon attack and its remaining hit points immediately afterward are equal to or less than your fighter level + your Charisma score, you learn that fact and can choose to reduce the creature’s hit points to 0.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Signature Move
Starting at 18th level, you have mastered a signature move that entertains any audience and dispatches your opponents with brutal efficiency. When you learn this feature, name your signature move and determine what it looks like. As an action on your turn, you can use your signature move.
When you use your signature move, you do the
following in any order:
» Move up to twice your base walking speed. During
this movement, your jumping distances are tripled.
» Gain temporary hit points equal to your fighter
level + your Charisma score.
» Take the Attack action. Your final weapon attack as
part of the Attack action has advantage and deals
additional damage equal to your Charisma score.
You can use your signature move once. You regain its
use when you roll initiative.
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