Base Class: Fighter
The Gladiator embodies the epitome of martial prowess and resilience, forged through grueling trials in the unforgiving arena. Masters of close-quarters combat, these warriors are renowned for their skill with a variety of weapons and their ability to shrug off even the most grievous wounds. With each victorious battle, they inspire fear and awe in their enemies and earn the adoration of cheering crowds.
Improved Critical
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
Remarkable Resilience
Starting at 3rd level, your immense skill and strength grant you unparalleled resilience on the battlefield. You gain the following benefits:
- Your hit point maximum increases by 5 for each fighter level you have.
- You have advantage on saving throws against being frightened.
- You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Combat Prowess
Starting at 3rd level, your extensive training in combat techniques grants you an additional fighting style. You get an additional bonus action that you can use to make a melee weapon attack. You get advantage on initiative rolls and expertise in Athletics.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Superior Technique
You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Superior Critical
Starting at 7th level, your weapon attacks score a critical hit on a roll of 18–20.
True Strike
At 7th level, you learn to channel your immense strength into devastating blows. Once per turn, when you hit a creature with a melee weapon attack, you can choose to deal extra damage to the target equal to 2d6.
Undying Resilience
Starting at 10th level, your endurance and resilience in combat make you difficult to bring down. When you are reduced to 0 hit points but not killed outright, you can choose to drop to 1 hit point instead. Once you use this feature, you can't use it again until you finish a long rest.
Arena Champion
At 15th level, you have proven yourself as the ultimate warrior in the arena, commanding respect and fear from your adversaries. You gain advantage on attack rolls against creatures that have taken damage from you since the start of your last turn. Additionally, when you reduce a creature to 0 hit points with a melee weapon attack, you can make one additional melee weapon attack
True Champion
At 18th level, you stand as a true champion of the arena, inspiring awe and admiration in those who witness your feats of combat prowess. Once per short rest, when you roll initiative, you can choose to enter a state of heightened focus. For 1 minute, you have advantage on attack rolls and saving throws, and you can't be charmed or frightened. Your True Strike die increases to 3d8.
Previous Versions
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