Base Class: Fighter
You have trained to fight in an arena, making a spectacle of battle, and excel in imposing the towering force of your Will to get the better of your opponents. The most famous gladiator schools are in Tyveria, where a warrior may advance socially by distinguishing themselves in the arena, and in the Sikarian Dominion, where combat sports are the most popular pastime of an otherwise science-focused culture. When you are not seeking glory in the arena, you keep your skills sharp by adventuring.
Arena Training
Starting at 3rd level, you gain proficiency in the Performance skill. Additionally, when you are wearing light armor or no armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.
Emboldened Performance
ess when you have an audience. As a bonus action, you call upon a number of creatures equal to your Proficiency bonus within 60 feet who can hear you to use their reaction to witness your actions. Until the beginning of your next turn, you gain a bonus to your attack rolls and damage rolls equal to the number of creatures who used their reactions. Once you use this feature you must finish a short or long rest before you can use it again.
Martial Inspiration
Starting at 7th level, you can inspire others through your prowess in combat. Once per turn, when you hit a creature with a weapon attack, grapple a creature, or successfully use the shove action, you can choose one creature other than yourself within 60 feet of you who can see you. On their next turn, when that creature makes an attack roll, damage roll or ability check, the creature can roll 1d8 and add the number rolled to the result. Once the creature uses this bonus die, the Martial Inspiration effect ends. A creature can only have one Martial Inspiration die at a time. You can use this feature a number of times equal to your Proficiency bonus and regain all expended uses when you finish a long rest.
Victorious Exhilaration
Beginning at 10th level, when you reduce a creature to 0 hit points, you can activate this feature to gain temporary hit points equal to your Performance modifier. If you dropped the creature to 0 hit points as the result of a Critical Hit, you instead roll a Charisma (Performance) check and gain temporary hit points equal to the result. You can use this feature three times, and you regain all expended uses of it when you finish a long rest.
Martial Rally
Starting at 15th level, when you roll initiative and have no uses of Action Surge remaining, you regain one use.
Embellished Strikes
Beginning at 18th level, you learn to land blows designed to play to a crowd. Once per round, when you hit a creature with a melee weapon attack, you can roll a Performance check and add the result to the weapon’s damage.







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