Base Class: Fighter
Gladiators have lived thier entire lives fighting in rings for one reason or another, they are in peak physical condition and are experts at killing.
Arena Charges (1) (Lv.3)
You gain 1 Arena Charge, charges replenish on short rest and can be used to activate certain subclass abilities
Aspects of the Arena: Taunt (Lv.3)
You may use a bonus action to expend an Arena Charge to have one hostile creature that you can see within 60ft make a wisdom saving throw on a fail the target creature can only attack you, if it is not possible for the target creature to attack you the creature will move as close as possible to you. On the start of each of the creatures turns the creature may make the save again to break out of the condition. On a fail the effect persists.The effect ends when the creature shakes it off or is dead.
Brutal Critical (Lv.7)
Your time spent in the arena gives you knowledge of how to perfectly cut a limb, you add an additional weapon damage die when determining the damage from a critical hit with a melee attack.
Athletic Proficiancy (Lv.7)
You have trained long and hard in the arena your body reflects that, you gain proficiency in Athletics if you already have proficiency in Athletics you gain expertise in Athletics instead.
Arena Charges (2) (Lv.10)
You gain 1 additional Arena Charge per short rest for a total of 2
Aspects of the Arena: Warcry (Lv.10)
You may expend an Arena Charge and a bonus action to rally all allies within 15 ft of you. Allies within 15 ft gain the following benefits: 5 temporary hit points and 10ft of extra movement speed until the end of combat. You gain 5 temporary hit points for each ally rallied and 10 ft of extra movement speed until the end of combat.
Challenger (Lv.15)
Once per short rest you may challenge a creature you can see, you have advantage on attacks against that creature until the end of combat, if the creature has a higher CR than your level you also gain 10 temporary hitpoints
Aspects of the Arena: Taunt Improved (Lv.15)
You may use a bonus action to expend an Arena Charge to have one hostile creature that you can see within 60 ft make a wisdom saving throw on a fail the target creature can only attack you, if it is not possible for the target creature to attack you the creature will move as close as possible to you. On the start of each of the creatures turns the creature may make the save again to break out of the condition. You have advantage on attack rolls against the target creature until the effect ends. On a fail the effect persists. The effect ends when the creature shakes it off or is dead. This replaces the old version of the ability
Brutal Critical (Lv.15)
Your time spent in the arena gives you knowledge of how to perfectly cut a limb, you add an additional weapon damage die when determining the damage from a critical hit with a melee attack for a total of two additional weapon damage dice.
Arena Charges (3) (Lv.18)
You gain 1 additional Arena Charge per short rest for a total of 3
Aspects of the Arena: Warcry Improved (Lv.18)
You may expend an Arena Charge and a bonus action to rally all allies within 20 ft of you. Allies within 20 ft gain the following benefits: 10 temporary hit points and 10ft of extra movement speed until the end of combat. You gain 10 temporary hit points for each ally rallied and 10 ft of extra movement speed until the end of combat.
Aspects of the Arena: Charge (Lv.18)
You may expend an Arena Charge as well as a bonus action to charge 15ft toward an enemy and make an attack roll against them, on a hit the target takes 3d6 bludgeoning damage and is knocked prone. Must have a Shield or a Two Handed weapon to use this ability.
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