Gladiator
Pit fighters, performers, marked for death, these warriors never back down. For glory and victory they mastered a wide array of fighting styles and can manifest the perfect gear with their fighting spirit. They adapt to every situation with their wide array of skills and love of battle. This is an advanced form of Fighter that requires a lot of knowledge and preparation.
| Gladiatorial Style | Feature |
|---|---|
| Thracian | You lose your armor and have an Unarmed Defense of 12 + your STR modifier (Minimum 1) + your DEX modifier (Minimum 1). You have advantage on DEX saving throws. You have a +1 shortsword and a shield. Your Fighting Style becomes Defense or Dueling. |
| Murmillo | Your armor becomes Splint armor. You have a shield and a +1 longsword. Your Fighting Style is Dueling or Defender. You deal an extra damage die on a critical hit. |
| Retiarius | Your armor becomes a Breastplate. You have a net and +1 trident. Your Fighting Style becomes Thrown Weapon Fighting. Your movement speed is doubled. |
| Secutor | Your armor becomes Platemail. You have a shield and a +2 dagger. Your Fighting Style is Defense or Protector. You have advantage on Acrobatic and Athletic checks. |
| Velitus | You lose your armor and have an Unarmed Defense of 11 + your STR modifier (Minimum 1) + your DEX modifier (Minimum 1). You have a +2 spear. Your Fighting Style is Interception. Once per long rest you can summon two Fighting Spirits to accompany you. They have hit points equal to your Fighter level and have your same statistics and AC. They have identical Fighting Spirit gear and Fighting Style and can make one attack per turn. They disappear after one minute or if reduced to zero hit points. |
| Samnite | Your armor becomes a Breastplate. You have a +2 shortsword and a shield. Once per turn you can give yourself advantage on an attack roll. Your Fighting Style is Blind Fighting, Defense, or Dueling. |
| Dimachaerus | Your armor becomes Studded Leather. You have two +1 shortswords. Your Fighting Style is Two Weapon Fighting. If you land a critical hit on a target you can attack again once per turn. |
| Laquearius | You lose your armor and have an Unarmed Defense of 12 + your STR modifier (Minimum 1) + your DEX modifier (Minimum 1). You have a Noose and a +1 Trident. Your Fighting Style is Thrown Weapon Fighting. Once per turn you can attempt to disarm your opponent if they have a weapon by making a successful attack with your Noose. You make a contested STR check and on a success they are disarmed and on a failure the Noose is yanked from your hand. A new Noose can be generated as a bonus action, the old Noose disappears. Noose is a Finesse weapon with a range of 10/20 ft. |
Subclass Features
Gladiatorial Styles
When you take this feature choose a Gladiatorial Style. Your fighting spirit adapts your equipment to the style and gives you the Armor and Weapon Masteries and proficiencies for your Fighting Spirit Gear. Your manifested weapons and armor are magical. You can change your Gladiatorial Style once per long or short rest.
Live to Fight
The love of battle gives you a burst of adrenaline that increases the effectiveness of your Second Wind feature. When you heal using Second Wind you roll two dice and reroll once if the result is a one.
Joy of the Battle
The flow of battle can invigorate your body even as you attack. When you use Second Wind you can make an attack as part of the action.
Improved Live to Fight
Adrenaline and pure joy increased the effectiveness of your Second Wind feature. When you use Second Wind you roll three dice.
Stubborn Soul
You hate to lose and leave the joy of battle. If you would drop to zero hit points, once per long rest you can make a CON saving throw DC equal to 8 + the damage that would have taken you under 1 hit point and on a success you remain at 1 hit point.
Battle Hardened
The countless battles you fight strengthened your summoned weapons. Any weapons you summon with your Gladiator Style feature become an additional +1 weapon.
Greater Joy of Battle
Your love of fighting knows no bounds. When you use Second Wind, you can make two attacks as part of the action.
Roar of the Stadium
You summon an illusory stadium as an action once per long rest. The stadium has a diameter of 120 ft and lasts for one minute. Once per turn the roar of the crowd issues a Cheer of your choice at the start of each initiative (No action required).
Fight!: Any number of creatures within the stadium can attack with advantage this turn.
Get Up!: Any number of creatures within the stadium gain temporary hit points equal to your Proficiency Bonus + your CON modifier (Minimum 1).
Finish Them!: Any attacks on Bloodied creatures you designate within the stadium deal an additional 2D6 Psychic damage.