Base Class: Fighter
Arena combat is a popular spectator sport in the city states and villages of Athas. Bloody battle entertains the masses and distracts from a day’s troubles and woes, and many fighters are professionally trained to fight in the arena. Popular arena combatants gain fame and fortune, and so professionally trained arena fighters come from all strata of society, though a noble rarely fights a slave. Gladiators train to fight in different weapons and armor, and they thrive on the adulation of adoring crowds.
Put on a Show
Gladiators are trained to entertain a crowd. At 1st level, you gain proficiency in Performance.
Inspired by the Crowd
The applause and boos of the crowd give you a rush like nothing else. At 3 level, when you drop a creature to 0 hit points or critically hit, and there are at least 3 other characters watching you fight, you gain an Arena Inspiration die. This die is a d6, and you may spend one and add it to ability check, attack roll, or saving throw before your next long rest. You can have a maximum number of Arena Inspiration dice equal to your Charisma modifier at any one time.
At 10th level, you Arena Inspiration die because a d8.
Blood Sport
Shedding blood invigorates you and the crowd, and you use your inspiration to deliver more of the same. At 7th level, you gain an Inspiration die the first time you deal piercing or slashing damage to a living creature in a fight. Also, if you hit with an attack without using an Inspiration die, you can spend an Inspiration die and add it to the attack’s damage instead. Inspiration dice spent for damage are not doubled on critical hits.
Versatile Defense
You are trained to defend yourself in lighter armor with greater effectiveness. When you are not wearing Heavy Armor, you gain a +1 bonus to AC.
Target the Soft Spot
Gladiators who survive long enough in the arena learn to hit their enemies where its hurts. At 10 level, you critically hit on a 19 or a 20.
Hit them Where it Hurts
Your critically hit on a 19 or a 20.
Never Stop Fighting
At 15 level, when you are reduced to 0 hit points but not killed outright, make a Performance check, and set your hit points to the results of that check. You can only use this feature once between long rests.
Also, add your Charisma modifier to hit points gained from your Second Wind class feature.
Victor's Strike
At 18 level, after you hit with an attack that did not critically strike, but before you roll damage, you may make a Performance check. If that Performance check exceeds the AC of the creature you hit with the attack, the attack becomes a critical hit. After you successfully use this feature to upgrade a normal hit to a critical hit, you may not use it again until you complete a short or long rest.
Additionally, Inspiration dice spent for damage are doubled on critical hits.
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