# 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:
### Oppurtunist
You immerse yourself in combat, striking at every available oppurtunity, and being at the forefront of the action at all times.
Starting at 7th level, you can add your charisma modifier to initiative rolls.
Furthermore, you can take 2 reactions per round, up from one. These reactions are most often used for oppurtunity attacks, but can be used in any way a reaction can (you can still only perform one oppurtunity attack at a time).
### Crowd Pleaser
Every battle you fight is a theatrical show of might and valor, swaying the audience and threatening those around you.
Starting at 10th level, When you reduce an enemy to 0 hit points, make a Charisma(Performance) check. This check has advantage if attacking with a weapon chosen as your exotic technique, and is counted as a roll of 20 if you get a critical hit with the weapoon. Choose a number of humanoids within 120 feet up to your charisma modifier (minimum of 1) to be moved by your display of gore and grace. These targets have their opinion of you shaped in the following ways, neither of which are considered magical:
**Frightened**
You intimidate an onlooker with a bloody display of gore and ravage. If the target was hostile towards you then it must make a charisma saving throw with a DC equal to the outcome on your Charisma(Performance) check. If it fails the saving throw, then it is frightened of you for 5 minutes.
**Charmed**
You impress a spectator with your grace and elegance on the field. If the target was not hostile towards you then it must make a charisma saving throw with a DC equal to the outcome on your Charisma(Performance) check. If it fails the saving throw, then it is charmed by you for 5 minutes. It does not realise that it was charmed by you, even after the effect ends. If the target is attacked by you, then the effect ends.
This feature can be used twice between each short or long rest.
### Exotic Mastery
Starting at 15th level, Once per turn, you can add your charisma modifier to the attack or damage roll of a weapon with which you know an exotic technique.
In addition, you know the compelled duel spell and can cast it a number of times equal to your charisma modifer per long rest. Your spellcasting ability for this spell is Charisma, but it counts as nonmagical to overcome resitances. The saving throw DC is equal to: