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# Gladiator Rogue ###### Gladiators are, first and foremost, performers, and their performances are fights, generally not to the death, but if need be...
These warriors weave showmanship and grandstanding into brutally effective combat techniques, and in turn use their swagger and confidence to enhance their combat, intimidating and unsettling even the most hardened foe with their seeming recklessness. Very few actually pursue a career of violence outside of the combat arenas, but those that do quickly learn to apply their very specific skills to the wider world, easily transferring their skills for gaining and managing fame and fortune to their new careers as well. ### Grandstanding When you select this archetype at 3rd level, you gain several benefits; * While you're not wearing armour or benefiting from any other Unarmoured Defense feature, your armour class is equal to 10 plus your dexterity modifier, plus your charisma modifier. You can use a shield and still gain this benefit. * You are proficient in unarmed strikes, which deal 1d4 damage for you and count as finesse weapons. * You don't need advantage on your attack roll to use your Sneak Attack on a target that has been grappled. All the other rules for the Sneak Attack class feature still apply to you. * You gain proficiency in nets, whips, tridents and scimitars. Additionally, spears, tridents and quarterstaves count as finesse weapons for you, and being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls when using a net. ### One-Two Combo Also from third level, when you successfully grapple, restrain, or knock a creature prone on your turn, you can attempt an unarmed strike against them as a bonus action. ### Don't tell me the odds. At 9th level, your fearlessness has grown to the point that it's become infectious. You yourself become immune to the frightened condition, and allies within 10 feet of you gain a bonus on saving throws against anything which would cause the frightened condition equal to your charisma modifier. ### Titan's Grip At 13th level, you can attempt to grapple creatures larger than yourself. This works as normal, except that your speed is reduced to 0 while you maintain the grapple, and the other creature's speed is only reduced by 10 feet, rather than being reduced to 0. When they move, they drag you with them, as if they had you grappled, whether they want to or not. \columnbreak ### Athlete's Allure Starting at 17th level, you can make such a show of your part in a fight that those watching find it hard to focus on what they were doing. When you make a successful sneak attack against a creature, instead of dealing additional damage, you can force creatures of your choice within 30', except the creature you just attacked, to make wisdom saving throws, or become entranced by your performance. A creature that fails it's saving throw becomes Stunned for up to a minute, or until they take damage. Creatures Stunned in this manner can speak normally, though only about your performance, and can move freely, though only to view your performance more clearly. The DC for this ability depends on what skills you are proficient in. If you are proficient in Athletics, the DC is equal to 8 + your Strength Modifier + your Proficiency bonus. If you're proficient in Performance, you use your Charisma Modifier instead of your Strength modifier. If you're proficient in both, you can use the higher of the two stats. You can use this feature once and regain the ability to do so when you finish a long rest.