Friday, November 3, 2017

Naryan Class Options: The Gladiator (Fighter Subclass)

Arenas are found throughout fantasy worlds from the decadent empire to the criminal underground to the glorious tournament. The gladiator takes pit fighting to an artistic height: they have titles, they have catchphrases or signature moves, they know how to work a crowd, how to pull or take a punch, and how to create a show. 

Generally, gladiators are too valuable to their owners to risk actual death and much of the blood sport is theater. That said, gladiators are incredible athletes and those that find themselves in death sport, whether by accident or intent of the arena owner, must learn to fight to survive and how to win the crowd's approval. A popular fighter can survive a defeat if the crowd demands it.

The gladiator as a fighter archetype takes the best parts of this identity and works into their fighting style. Gladiators inspire their allies, demoralize their opponents and do it all practically naked. What's not to love? They're the pro-wrestlers of the fantasy world.

Show Some Skin
Beginning at 3rd level, your showmanship makes for a fine substitute for armor by wowing your opponents with your shear gall. While gladiators often wear masks, belts and boots, these are mostly for show and tend to be costume pieces. While not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.

You also gain proficiency in the Performance and Intimidate skills.

Executioner's Heart
At 3rd level, you become an harbinger of death against your opponents. As a bonus action, you can attempt an Intimidate check against one creature. They must make a Wisdom saving throw against the result. If they fail, you gain a bonus to all attack rolls and damage rolls against this creature until the end of your turn equal to your Charisma modifier. If they succeed, they're immune to this effect until you land a critical hit or reduce a creature to 0 hit points.

Work the Crowd
Also, at 3rd level, your ability to demoralize your opponents and inspire your allies come from your ability to make impressive displays of violence.

Inspire
Whenever you land a critical hit or reduce an creature to 0 hit points, you may choose to rally your allies with a theatrical flourish. You make a Performance check as a free action and each ally within 60 feet, that can see or hear you, gains a bonus to their next ability check, attack roll or saving throw equal to your Charisma modifier. If you landed a critical hit, you can add your Performance check total to the damage.

You regain this feature whenever you finish a short or long rest.

Demoralize
Whenever you land a critical hit or reduce an opponent to 0 hit points, you may choose to demoralize your opponents with a terrifying display. You make an Intimidation check, and each enemy within 30 feet, that can see or hear you, must make a Wisdom saving throw against the result. If they fail, they become frightened of you until the end of your next turn. You gain a number of temporary hit points equal to your Charisma modifier.

You regain this feature whenever you finish a short or long rest.


Dramatic Reversal
Starting at 7th level, you know how to make a surprising comeback. Whenever you drop to 0 hit points but are not killed outright, you can drop to 1 hit point instead. In addition, you make a Performance or Intimidation skill check as a free action and regain a number of hit points equal to the check + your Fighter level. Each ally within 60 feet that can see or hear you gains a number of gains a bonus to their next ability check, attack roll or saving throw equal to your Charisma modifier and each enemy within 60 feet that can see or hear or you has disadvantage on all attack rolls against you until the end of your next turn.

You regain this feature whenever you finish a long rest.

Additional Fighting Style
At 10th level, you choose an additional fighting style from the Fighting Style class feature.

Tag Team Champion
At 15th level, you inspire your are an expert in bolstering your ally's attacks in battle. You can use the Help action to aid a friendly creature in attacking a creature within 5 feet of you, instead of one of your extra attacks. You feint, distract the target, or in some other way team up to make your ally's attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.

You may only do this once per attack action.

Legend of the Arena
At 18th level, while note wearing armor, you gain resistance to all bludgeoning, piercing and slashing damage from nonmagical weapons.


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