Base Class: Fighter
Gladiators are artists, and the battlefield is their canvas. Control your enemies with flashy tactics and revel in glory once they've met their end. And when the crowds call you back for more, give them a show that they'll never forget in a glorious final flourish.
Glorious Execution
You thrive in battle when you can put on a display for others.
Upon choosing this subclass at 3rd level, gain expertise in performance skill checks.
Also, gain the ability to perform a glorious execution once, refreshing after you complete a short rest. Glorious Execution can be activated at any time you deal the killing blow to an enemy. When you perform a glorious execution, regain hit points equal to 1d8+your performance modifier. If this would bring you above full health, gain the rest as temporary hit points.
Below the Belt
You've learned from experience that there's nothing the crowds love more than a brutal attack. You learn a few effective and entertaining moves, that probably wouldn't be legal in any official duel.
Starting at level 7, you gain access to various cheap shots to target specific body parts and disable your adversary in various ways. These attacks may replace one of your regular weapon attacks after taking the attack action, and you have two uses of these attacks, refreshing upon completing a short rest. You cannot use a cheap shot to target a body part if your target does not have that body part. The cheap shot options are as follows:
Eye Gouge - Strike at your opponents eyes with a hand or weapon, in an attempt to blind them. The target must succeed a dexterity saving throw above or equal to 8+ your proficiency bonus+ your strength modifier. Upon failing the saving throw, the target is blinded until the end of their next turn and takes 2d4 damage.
Toe Stab - Aim to stab or crush your opponents toes, in an attempt to knock them off balance. The target must succeed a dexterity saving throw above or equal to 8+ your proficiency bonus+ your strength modifier. Upon failing the saving throw, the target is knocked prone and takes 2d4 damage.
Headbutt - Bash your own head against your opponent in an attempt to disorient them. The target must succeed a constitution saving throw above or equal to 8+ your proficiency bonus+ your strength modifier. Upon failing the saving throw, the target is stunned until the end of their next turn and tales 2d4 damage.
Sucker Punch - Fake out an attack, and instead surprise your opponent with a punch to the face. The target must succeed a constitution saving throw above or equal to 8+ your proficiency bonus+ your strength modifier. Upon failing the saving throw, the target takes 2d4 damage is knocked back 10 feet and their available movement during their next turn is reduced by 10 feet
Encore!
The roar of the crowd fills you with determination and bloodlust. When the stands chant your name, you're an unstoppable force.
Beginning at 10th level, you may activate glorious execution twice between each short rest and below the belt three times between each short rest.
Additionally, after activating glorious execution, your next attack and subsequent damage rolls will be made with advantage.
Showstopper
Vicious and elegant, you've become the perfect warrior and entertainer. Your attacks strike just as hard as it looks like they do, if not a little exaggerated.
Starting at 15th level, if you land any attack with advantage, you may add your performance modifier to the damage roll.
The Show Must Go On
Nothing can stop your performance, not even death. As long as someone is there to watch it, the show must go on.
Starting at 18th level, if you take damage that reduces you to 0 hit points but doesn't kill you outright, you can use your reaction to delay falling unconscious, interrupting the current turn and beginning your turn in combat immediately. You cannot receive healing from others or from your own abilities while in this turn. If you land the killing blow on an enemy, receive hit points equal to three times your performance modifier at the end of this turn. If you fail to defeat an enemy, you will still fall unconscious at the end of this turn. If you take damage during this turn, it will end and you will fall unconscious immediately. The Show Must Go On can only be used once, and refreshes after completing a long rest.
Previous Versions
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