Fighter: Gladiator

Masters of battle, gladiators can turn any skirmish into an entertaining spectacle, through their use of exotic weapons and unusual techniques. Always on their guard and with limitless energy, they take very oppurtunity to win every battle, and look amazing doing it.

Those who call themselves galdiators consider battle to be entertainment of the highest form, knowing how to use their weapon as a bard uses their instrument.

Subclass Features

Level Features 3rd Active Entertainer, Exotic Technique (2) 7th Exotic Technique (3), Oppurtunist 10th Crowd Pleaser 15th Exotic Technique (4), Exotic Mastery 18th Vigiliant Performer

Active Entertainer

When you choose this subclass at 3rd level, you gain proficiency in the performance skill. If you are already proficient in performance, choose between persuasion, deception or intimidation instead.

In addition, when you are wearing medium armor, you can use your strength modifier instead of your dexterity modifier to the armor's base AC (with a maximum of +2)

Exottic Technique

At 3rd level, you are especially capable with particular weapons. These weapons, however, are uncommon on the battleifelds, as gladiators reject rapiers, longswords, battleaxes and greatswords to use more exotic and exciting weapons.

You gain 2 techniques from the list below. You gain an additional technique at 7th level and again at 15th level.

Net

The DC for the saving throw for nets thrown by you increases from 10 to The saving throw DC is equal to:

8 + your proficiency bonus + your Str or Dex Modifier

When you make a ranged attack with a net, you can choose to use strength in place of dexterity for the attack roll.

Attacks you make with a net within 10 feet don’t suffer from the disadvantage applied normally from short or long range.

If a creature leaves your reach, you can use your reaction to make an attack with a net you are holding

Pike

If you are wielding a pike, you can spend a bonus action to increase the weapon’s reach by 5ft until the start of your next turn.

Trident

If you are wielding a trident with one hand, you can choose to deal 3d2 piercing damage in place of 1d6.

If you are wielding a trident with two hands, you can choose to do 2d2+1d4 piercing damage in place of 1d8. This damage also applies to thrown attacks made with 2 hands.

Glaive

Glaives wielded by you lose the heavy and two-handed properties, and become versatile (1d8/1d10). The reach effect of glaives only applies when wielded with 2 hands.

Glaives you wield gain the finesse property, allowing you to use dexterity for attack and damage rolls in place of strength.

Sling

When wielding a sling, treat any 1 or 2 rolled on the damage die as a 3.

You don't get disadvantage from close range for attacks made within 5 feet of a target with a sling.

Scimitar

Scimitars wielded by you gain the thrown (20/60) property. When thrown, they deal 1d8 slashing damage in place of 1d6.

In addition to your interaction with an object on your turn, you can choose to draw, sheathe, pick up, or drop a scimitar.

Dagger

If you are wielding a dagger which you have not yet attacked with this round, it functions as a shield, providing +2 AC.

Attacks made with daggers you wield deal 2d4 damage to creatures that are restrained or grappled, in place of 1d4.

Warpick

If wielded with one hand, warpicks you attack with get +1 to hit.

If wielded with two hands, you can add a d4 onto your attack rolls made with a warpick (retains its 1d8 damage).

Greatclub

Damage dealt with greatclubs you wield is changed from 1d8 to 1d12.

If you are wielding a greatclub, once per turn instead of adding your proficiency bonus to your attack roll, you can add it to the damage roll. This decision is mae before the attack roll.

Flail

If you spend your action to ready an attack with a flail, you gain advantage on the readied attack.

You cannot be disarmed when wielding a flail, and can choose to deal 2d4 damage in place of 1d8.

Whip

The damage for whips you wield increases to 1d6.

If you miss an oppurtunity attack with a whip and a holding a one-handed ranged weapon or a one-handed melee weapon with the thrown property in the other hand, you can make an attack with that weapon as a part of the same reaction.