Base Class: Fighter
The Gladiator is a new archetype for the Fighter class that can be chosen at 3rd level. Gladiators rely heavily on performing glorious deed to bolster their already prodigious combat abilities
Weapons Flourish
A Gladiator is an entertainer as much as a warrior. They will use their skill with the blade and bow to awe crowds and bystanders into feverish anticipation. At level 3, a Gladiator can choose to add their Strength or Dexterity bonus to Performance checks rather than their Charisma Bonus.
For Glory!
At third level, Gladiators gain access to a resource called Glory Points that allow them to increase their combat prowess. A Gladiator can never have more Glory Points than his Fighter level. A Gladiator begins combat with 0 Glory Points.
Glory Points should be granted to Gladiators by the Games Master for especially good roll playing. Additionally, One Glory Point can be gained in the following situations.
- Rolling a higher initiative than all enemy creatures
- Scoring a critical hit against an enemy creature
- Making a killing blow against an enemy creature
- Using the Action Surge ability
For every unspent Glory Point in a Gladiators pool, Critical hits do an additional two damage.
Some Gladiator abilities require the targets to make a saving throw. This saving throw is equal to 8 plus proficiency bonus, plus Strength of Dexterity Modifier. Glory Points may be spent in the following ways.
Absolutely Philistine
When you score a critical hit, you may expend any number of Glory Points before the damage is resolved. For each Glory Point spent, the critical does 2d6 extra damage. At level 7, these d6s turn into d8s. At level 10, these d8s turn into d10s. At 15th level, these d10s explode on a 10 or 11.
Provocateur
As a Bonus action, you can expend a Glory Point and extend a challenge to a creature within 30 ft. The creature must succeed on a Charisma saving throw, or take disadvantage on attack against creatures other than you. Additionally, you can add his proficiency bonus to damage against that target.
Testuto
If you are using a shield you can, as a reaction, expend a Glory Point to interpose your shield between yourself and the enemy. Your AC is increased by 3 until the end of their next turn.
Unorthodox Tactics
If you are wielding an improvised weapon, a shield, a net, a thrown weapon, or a whip, you may expend a glory point to make two attacks with it as a bonus action. In addition, the next attack you make against the same opponent gains advantage
Exhibition of Skill
At 7th level, you gain proficiency in the Performance Skill. If you already had this proficiency, you gain expertise in Performance. In addition, if you have any residual Glory Points, they may be expended in any interaction test to gain a +2 bonus per Point spent.
Remarkable Athlete
At 7th level, you may expend any number of Glory Points when attempting any Constitution, Dexterity or Strength check. You gain a bonus to the check equal to 2 times the Glory Points Expended.
Additional Fighting Style
At 10th level, you may choose another Fighting Style.
Unending Glory!
At 15th level, you begin combat with 2 Glory Points.
Consummate Chamption
At 18th level, you gain the following additional uses for your Glory Points.
Are you not Entertained?
When you kill an enemy creature or score a critical hit, you can expend any number of Glory Points. For each Glory Point expended in this way, you nominate an enemy creature. These creatures must succeed on a Charisma saving throw or be unable to take any actions until the end of their next turn. If the creatures succeed their saving throw, they are unable to take Bonus actions or Reactions until the end of their next turn.
Thirst for Blood
When an enemy creature reduces your hit points to half of their maximum value, you can expend two Glory Points as a reaction. If they do so, your melee attacks do 2d8 extra damage against that creature. In addition, your melee attacks score a critical on a 19-20. This lasts until the creature dies, or you falls unconscious.
Showstopper
At 18th level, your critical hits turn into grand finales. When you score a critical hit, you roll an addition damage die.
Previous Versions
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