Base Class: Fighter
Gladiators are fighters who honed their skills not on the battlefield, but in an arena for the entertainment and approval of others.
Proficiency Bonus
When you choose this archetype at 3rd level, you gain proficiency in Performance and Intimidation if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
Gladiator school
At 3rd level, you choose one gladiator school from the list below. In addition, you are able to wear piecemeal armor. In order to gain the benefits of your gladiator school, you must be wearing piecemeal armor.
Armored Wall
You gain the AC bonus of a great helm if you are wearing piecemeal medium or heavy armor. If you are wielding a tower shield and wearing a great helm, your second wind is more effective. In addition to regaining hit points, you also gain temporary hit points equal to your fighter level.
Arms Brawler
You fought with a cestus, a cheap weapon most commonly used by enslaved gladiators. When you hit a creature with a cestus, and if you had advantage on the attack roll, you can also make a check to shove the target.
Beast Fighter
You fought fierce wild animals, such as bears or lions. When a beast makes an attack against you, you can use your reaction to have that attack be made with disadvantage.
Blades Guard
You specialize in wielding two light blades. If you are wielding two scimitars or short swords and a creature makes a melee weapon attack against you, you can use your reaction to gain a +1 bonus to AC against that attack.
Brute Smasher
Your size and expertise with big weapons grants you a great deal of ability to deal damage. When you make a successful attack with a versatile or two-handed weapon, you may add an extra damage die to the damage roll.
Furious Warrior
You gain the AC bonus of a great helm if you are wearing piecemeal medium or heavy armor. If an enemy you can see moves out of your reach (by any means including moving, disengaging, teleporting or forced movement), you can use your reaction to move your speed towards that creature when its movement is resolved. In addition, you have advantage on saving throws against being frightened.
Sea Hunter
The DC of the Strength check required by a creature to free itself from a net thrown by you is 10 + your proficiency bonus. In addition, you gain a +2 bonus to damage rolls made with a trident against restrained creatures.
Sharp Rider
While mounted, you gain a +2 bonus on damage rolls made with a long bow or short bow against any unmounted creature that is smaller than your mount.
Spear Skirmisher
You gain a +2 bonus to attack rolls you make with a thrown spear or javelin while mounted. You have advantage on saving throws against being thrown off your mount.
Wrestler
When you try to grapple a target, it must succeed on a Strength saving throw with a DC equal to (8 + your Strength modifier or your Dexterity modifier + your proficiency bonus) or be grappled by you.
Prestige Strike
You earned your freedom from the arena with a combination of fighting skill and the ability to appease the audience. You have developed a signature move that goads your enemies and inspires your allies.
Starting at 7th level, you can use your attack action to make a prestige strike. This is a weapon attack. If the attack hits, allies within 20 feet of you that can see you gain temporary hit points equal to your Charisma modifier; enemies within 20 feet of you that can see you must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Regardless of if the prestige strike hits or misses, you must finish a short rest or long rest before you can use this feature again.
Relentless Slaughter
At 10th level, For one turn you can choose all your attacks to hit guaranteed on a single target with a weapon you’re proficient with as long as the target is in range and visible to you. You can use this feature again after a short or long rest
Battle Cry
Your cry can be one of victory or one of the beginnings of battle. Whatever it is, it is a signal from a gladiator to the audience as well as to the opponent. Starting 15th level, you gain the following battle cries to use at your disposal:
You may use each cry once, regaining use after you finish a short or long rest.
Finish Him!
Starting at 18th level, for one turn, you can choose to deal the maximum possible damage with that attack. For example, if you make an attack with a greatsword and choose to use this class feature, you would deal 12 damage plus modifiers, since the greatsword deals 2d6 damage. This attack also includes any bonus dice. An attack that uses this class feature ignores resistances.
First Blood
You make this cry with a bonus action after you successfully make an attack on another creature. You become emboldened and empowered. You have advantage in attack rolls until the end of your next turn.
Let's Fight!
You emit a shout with an action which riles and rallies. Creatures friendly to you gain advantage in weapon attack rolls until the start of their next turn.
You're Dead!
You bellow at a creature that can see and hear you with an action. The creature must succeed a Charisma saving throw with a DC equal to 8 + your proficiency bonus + your Charisma modifier, or become frightened until the end of their next turn.
Master Finisher
At 18th level, when an enemy is knocked prone within 5 feet of you, you can use your reaction to make a melee attack against it. If the attack hits, you deal an additional 2d6 damage of the weapon's damage type.
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