Base Class: Fighter
Even in the most civilized societies, fighters and warriors can find themselves in battle arenas against horrifying creatures or other gladiatorial challengers. These fighters who live on the excitement of these pits and arenas proudly call themselves gladiators, warriors who can survive even the toughest and most challenging opponents.
Charismatic
Starting at 3rd level, you have proficiency with Performance checks, and can make them as a bonus action.
Unique Weapon
Starting at 3rd level, you have a weapon that you are famous for using, and that you made yourself. Choose a specific weapon. You gain the following features while using it.
- When you attack with this weapon, you may use the same roll result as an Intimidation or Performance check. Doing so does use your bonus action.
- You have a +1 to attack rolls made with this weapon.
- If you lose this weapon, you must make a Wisdom saving throw to use a different one each time you start a fight without it. If you fail, you have disadvantage on attacks using the other weapon. A lost weapon can be replaced during a long rest.
- You may choose two special properties from the following list to apply to your weapon.
Weapon Options
| It's Also a Gun. Choose two weapons. They are merged into one, and can be used as either weapon without having to take a draw or stow action. |
| It's Huge! Your weapon is one size larger than normal. If it has the light property it loses it, and if it was normal, it gains the heavy property. Additionally, the damage die for the weapon increases by one step on the following flow chart, to a maximum of 2d6. D4->d6->d8->d10->d12->2d6 |
| Itty-Bitty. Your weapon is one size smaller than normal. If it has the heavy property, it loses it, and if it was normal, it gains the light property. However, the damage die decreases by 1 step, to a minimum of 1d4. |
| Prickly. The damage type of your weapon becomes piercing. |
| Bladed. The damage type of your weapon becomes slashing. |
| Blunt. The damage type of your weapon becomes bludgeoning. |
| Flaming. The damage type of your weapon becomes fire. |
| Frigid. The damage type of your weapon becomes cold. |
| Shocking. The damage type of your weapon becomes lightning. |
| Venomous. Damage type becomes poison, and damage is halved, but dealt twice- once when you attack, and once at the beginning of their next turn. |
| Longarm. If the weapon does not have reach, it gains it. If it does, the reach increases to 30 feet. If the weapon is ranged, the range doubles. |
| Balanced. Your weapon gains the thrown property with a range of 20/60 if it doesn’t already have it. If it already has the thrown property, it returns to you if you miss with an attack with it. |
| Agile. Your weapon gains the finesse property if it doesn’t already have it. |
| Ensnaring. Enemies hit by your weapon have their speed halved until the beginning of your next turn. This does not stack on a single creature, but can be used on multiple. |
| Springy. You can use your weapon as a springboard once per round, doubling your jump distance for that round. |
| Snack Compartment. You can store 10 days rations in your weapon. This replenishes when you defeat a humanoid enemy or enter a town. This does not expend money. |
| Invisible. Your weapon is invisible and does not cast a shadow, but can still be felt. |
| Bloodletter. You have advantage on death saving throws and immunity to massive damage that would lead to instant death. However, you must expend a hit die and subtract that from your current health to activate this feature. It lasts for one minute per hit die subtracted. |
| Pacifist. Your weapon deals nonlethal damage whenever possible. |
| Built-in Tool. Choose one set of tools that you are proficient with. You may make the checks required for these tools using this weapon instead. |
| Weapons-Grade Rations. Your weapon is some form of edible item. You can eat a portion of it, gaining the benefit of normal rations, but each time you do so before a short rest, you gain a -1 to your damage. It returns to normal after a short rest. |
| Limb Replacement. Your weapon is one of your limbs. You gain a +2 to your attack bonus... but one of your limbs is gone and replaced with a weapon. |
Appeal to Crowd
Starting at level 7, you can use a Performance check to cast Heroism on yourself or an adjacent ally. This can be done a number of times equal to your Charisma modifier.
Underdog
Starting at level 10, you gain the ability to use a performance check to feign death or weakness, granting yourself an increased critical range on your next attack. When you use this ability, you roll a critical hit on an 18. Enemies fooled by this ability once cannot be affected again until you take a long rest, regardless of if you roll a critical hit.
The People's Champion
Starting at level 15, you can make a Performance check to appeal to allies or your audience to grant yourself and allies within 20 feet of you advantage on attacks, ability checks, and saving throws for the next round.
Ultimate Showboat
Starting at level 18, you can make a Performance check. All creatures within 30 feet of you must succeed on a Wisdom saving throw or be stunned until the beginning of your next turn, and you may add your Charisma modifier to your attack rolls for the next round. This can be done once per short rest.
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