Fighter
Base Class: Fighter

Gladiators are just as much performers as they are warriors. Whether brawling in underground fighting rings or fighting for survival in bloodstained arenas, a Gladiator combines martial skill with theatrics to awe and intimidate their audiences.

Author's Note: This subclass is from the Apocalyptic Subclasses Unearthed Arcana document. There are some adjustments, as this was made for use in a D&D 2014 campaign, and my DM wanted to change certain things about the subclass' functions.

Weapon Mastery

Gladiator uses Weapon Mastery features that are not normally present in D&D 2014. As such, the relevent ones are detailed here.

Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.

Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.

Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Level 3: Brutality

Shaped by the intensity of the arena, you’ve learned to execute brutal martial moves. Once per turn, when you hit a creature with an attack roll using a Melee weapon, you can add one of the following Brutality effects of your choice. You can do this a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Short or Long Rest.

Bleed. You can activate the Sap mastery property in addition to a different mastery property you’re using with that weapon, and the target takes extra damage equal to your Charisma modifier (minimum of 1 damage). The extra damage’s type is the same type as the weapon’s type.

Bluff.  You can activate the Vex mastery property in addition to a different mastery property you’re using with that weapon, and you have Advantage on the next saving throw you make before the end of your next turn.

Stumble. You can activate the Topple mastery property in addition to a different mastery property you’re using with that weapon, and on its next turn, the target can take only an action or a Bonus Action, not both.

Level 3: Combat Theatrics

You’ve honed your combat skills to entertain, devastating opponents and dazzling onlookers. You gain the following benefits.

Athletic Flair. Whenever you make a Dexterity (Acrobatics) or Strength (Athletics) check, you gain a bonus to the check equal to your Charisma modifier (minimum of +1).

Bonus Proficiency. You gain proficiency in one of these skills of your choice: Acrobatics, Athletics, Deception, Intimidation, or Performance.

Acrobatics

Gain proficiency in acrobatics.

Athletics

Gain proficiency in athletics.

Deception

Gain proficiency in deception.

Intimidation

Gain proficiency in intimidation.

Performance

Gain proficiency in performance.

Level 7: Flourish Parry

You’ve learned to stylishly counter blows from your opponents. When an enemy hits you with a melee attack roll, you can take a Reaction to add your Charisma modifier (minimum of +1) to your AC against the attack, potentially causing the attack to miss. You can take this reaction a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a short or long rest.

Flourish Counter. If this Reaction causes the attack to miss, you can retaliate with a powerful counterattack as part of the same Reaction. Make an attack roll with a Melee weapon against the triggering creature. If this attack hits, you can use one of your Brutality effects on the target without expending a use of that feature.

Level 10: Bolder Brutalities

Your brutal martial prowess has improved. The following effects are added to your Brutality options.

Rive. You can activate the Cleave mastery property in addition to a different mastery property you’re using with that weapon, and you can add your ability modifier to the damage of the additional attack made as part of that property’s activation.

Rush. You can activate the Push mastery property in addition to a different mastery property you’re using with that weapon, and you can immediately move up to your half your move speed without provoking Opportunity Attacks.

Stagger. You can activate the Slow mastery property in addition to a different mastery property you’re using with that weapon, and the target has Disadvantage on the next saving throw

Level 15: Brutal Resurgence

Whenever you use your Second Wind to regain Hit Points, you regain an expended use of Brutality. You also regain an expended use of Brutality whenever you use your Action Surge.

Level 18: Mutilate

When you hit a Bloodied creature with an attack roll, you can attempt to critically injure it. The target makes a Constitution saving throw (DC 8 plus your
Charisma modifier and Proficiency Bonus). On a failed save, the target suffers the following effects:

Maimed. If the target takes the Attack action, it can make only one attack.

Sluggish. The target’s Speed is halved, and it has a −2 penalty to its Armor Class. These effects last until the target regains Hit Points.

Once a target fails its saving throw against this feature, you can’t use it again until you finish a Long
Rest.

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