Gladiator (5e Subclass)
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The gladiator is a Fighter subclass.
Gladiators are fighters who honed their skills not on the battlefield, but in an arena for the entertainment and approval of others.
You are used to wearing protection that exposes your physique, often just greaves, manicae and a helmet.
Starting at 3rd level you can spend 1 hour to adapt a suit of medium or heavy armor into its piecemeal equivalent. Heavy piecemeal armor weighs 20 lb. less, and medium piecemeal armor weighs 10 lb. less. The armor's AC is 1 less than normal. When you wear piecemeal armor you have made, you add your proficiency bonus to Charisma (Performance) checks (if you do not already use your proficiency bonus for this skill) made to entertain an audience with your martial prowess – including gaining the approval of a sponsor or honored guest!
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
Prerequisite: Defense style; second wind.
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
Prerequisite: Two-weapon fighting style.
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.
- 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
Prerequisite: Archery style.
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.
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.
Additional Gladiator School
At 10th level, you can choose a second option from the Gladiator School class feature.
You know how to dispatch an opponent in a manner that would turn the stomach of most people.
At 15th level onward, if you hit a creature with a weapon attack and reduce it to 0 hit points, all living creatures of your choice within 30 feet of the target that can see the target must succeed on a Wisdom saving throw DC (8 + Strength or Charisma modifier + your proficiency bonus). On a failure, the target has disadvantage on Wisdom and Charisma saving throws and skill checks until the end of your next turn.
If this occurred as a result of a prestige strike, resolve the effects of the brutality feature first. Your allies gain an extra 2 temporary Hit Points.
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.