Gladiator

A Warrior Archetype of arena fighting, with a call-out that draws attacks, 1d8 improvised weapons, fear on a kill or critical hit, and a net kit.

Identity

Gladiators are Warriors who learned to fight in front of people who paid to watch. They are trained to draw a crowd, hold it and finish while it is still watching, because a fight that bores the stands is a fight the house does not book again. The circuits run from sanctioned blood-arenas on core worlds to unlicensed pits behind cargo bays, and the training is the same in both. Improvised weapons deal 1d8 in a Gladiator's hands.

Features

  • L3 Call Out

    You gain proficiency in the Performance skill and the Intimidation skill. As a bonus action, you can call out one creature you can see within Close range. Until the end of your next turn, that creature has disadvantage on attack rolls against anyone other than you, and the first attack you make against it deals an extra 1d6 damage. You can call out a number of times per short rest equal to your proficiency bonus.

  • L7 Arena Improvisation

    You are proficient with improvised weapons, and any improvised weapon you wield deals 1d8 damage of a type appropriate to the object. When you hit with an improvised weapon you can choose to destroy it: the target takes an extra 2d6 damage and is Blinded until the end of its next turn.

  • L11 Play to the Gallery

    When you reduce a creature to 0 hit points or score a critical hit, every hostile creature within 30 feet that can see it makes a Wisdom saving throw against a DC equal to 8 plus your proficiency bonus plus your Charisma modifier. On a failure a creature is Frightened of you until the end of its next turn. Allies within 30 feet that can see you gain temporary hit points equal to your proficiency bonus.

  • L15 Net and Trident

    While you wield a weapon in one hand and a net, chain or similar entangling tool in the other, you can attack with the entangling tool as a bonus action. On a hit, the target is Restrained until it uses an action to break free with a successful Strength check against a DC equal to 8 plus your proficiency bonus plus your Strength modifier. You also have advantage on attack rolls against Restrained and Prone creatures.

  • L18 Crowd Favorite Capstone

    Once per long rest, as a bonus action, you fight as the crowd's favorite for 1 minute. For the duration, you have advantage on all attack rolls, you cannot be Frightened, and each time you hit a creature you gain temporary hit points equal to your Warrior level. Hostile creatures that can see you have disadvantage on attack rolls against any target other than you. When the minute ends, you gain one level of the Exhausted condition.