Flashy
2015-05-05, 02:05 AM
The Gladiator is my attempt to create a taunt based battlefield control fighter that I actually like. It's a system I don't usually care for in tabletops, but after talking with people about the new swashbuckler archetype in this (http://www.giantitp.com/forums/showthread.php?413381-OMFG-minatour-are-a-legal-player-race-now-and-more-stuff) thread I wanted to try to clarify what I'd like to see in a D&D taunt fighter. I've no idea if it's balanced or not, but I thought it might be an interesting discussion point.
Gladiator
The archetypal Gladiator is as much an icon as a warrior. A Gladiator understands that fame is a better weapon than any sword, and that personality rather than martial technique is what truly drives the ebb and flow of battle. Without a string of victories a fighter is just a hireling who lives or dies at the behest of others.
A Matter of Blood
At 3rd level the force of your reputation and personality lend weight to your challenges. As an action you spout a string of devastating insults, issue a stern challenge, or otherwise attempt to compel an opponent to a personal duel. Select a creature within 60 feet who can both hear and understand you. That creature makes a wisdom saving throw with a DC equal to 8+proficiency+charisma modifier. On a failure the creature may attack only you, and makes all reasonable attempts to strike at you (it will not run through fire to reach you, but might stumble through difficult terrain). The effect ends if any of your allies intervenes in the combat. You may use this ability a number of times equal to your charisma modifier per short rest.
Polyglot Warrior
At 3rd level you may select two additional language proficiencies of your choosing.
Imposing Presence
Whether in the arena or on the battlefield your presence is so alarming that your foes approach you warily. At 7th level enemies who are not subject to your Matter of Blood feature treat all terrain within 10 feet of you as difficult terrain. At 18th level the radius of this effect improves to 20 feet.
Overwhelming Assault
When fighting a challenged opponent your determination is so fierce that your enemy is overcome by the force of your personality. Beginning at 10th level you may use a bonus action to impose the frightened condition on any creatures affected by Matter of Blood until the end of your next turn. This ends the ongoing effects of Matter of Blood.
Expert Provocateurect
At 15th level your marshaled antagonism has become so compelling that your foes seem to understand it instinctively. Your Matter of Blood feature now applies to up to three creatures of your choosing and they no longer need to understand you to be subject to the effect.
Crowd Favorite
At 18th level your challenge is so galling that your enemies become utterly consumed by their hatred for you. The effect of Matter of Blood no longer ends when the creature is attacked by one of your allies.
Gladiator
The archetypal Gladiator is as much an icon as a warrior. A Gladiator understands that fame is a better weapon than any sword, and that personality rather than martial technique is what truly drives the ebb and flow of battle. Without a string of victories a fighter is just a hireling who lives or dies at the behest of others.
A Matter of Blood
At 3rd level the force of your reputation and personality lend weight to your challenges. As an action you spout a string of devastating insults, issue a stern challenge, or otherwise attempt to compel an opponent to a personal duel. Select a creature within 60 feet who can both hear and understand you. That creature makes a wisdom saving throw with a DC equal to 8+proficiency+charisma modifier. On a failure the creature may attack only you, and makes all reasonable attempts to strike at you (it will not run through fire to reach you, but might stumble through difficult terrain). The effect ends if any of your allies intervenes in the combat. You may use this ability a number of times equal to your charisma modifier per short rest.
Polyglot Warrior
At 3rd level you may select two additional language proficiencies of your choosing.
Imposing Presence
Whether in the arena or on the battlefield your presence is so alarming that your foes approach you warily. At 7th level enemies who are not subject to your Matter of Blood feature treat all terrain within 10 feet of you as difficult terrain. At 18th level the radius of this effect improves to 20 feet.
Overwhelming Assault
When fighting a challenged opponent your determination is so fierce that your enemy is overcome by the force of your personality. Beginning at 10th level you may use a bonus action to impose the frightened condition on any creatures affected by Matter of Blood until the end of your next turn. This ends the ongoing effects of Matter of Blood.
Expert Provocateurect
At 15th level your marshaled antagonism has become so compelling that your foes seem to understand it instinctively. Your Matter of Blood feature now applies to up to three creatures of your choosing and they no longer need to understand you to be subject to the effect.
Crowd Favorite
At 18th level your challenge is so galling that your enemies become utterly consumed by their hatred for you. The effect of Matter of Blood no longer ends when the creature is attacked by one of your allies.