With the crowd cheering behind him and his hand which holds a shortsword flies into the air with the blood of his dead opponent on it and excitement in his eyes, a human dressed with fine plate armor and a mysterious mask screams with the intent of making the crowd feel as if the fight was won by them. The human goes back into the large gate as it opens once more. Now leaving the arena, the human makes another turnaround to the crowd and raising his arms once more as they cheer again. He's happy, the crowd is happy and he lives to fight another day.
Some commonfolk would lie if they answered 'No' to the question "Do you want to see who's in the arena tonight?"
Seeing two men fight to the death over the crowd's favor is a job only a minority will take, due to the high risk of losing a fight and dying. But that human who won the competition and is now on his way to freedom can be you. Whether you favor nothing but a shortsword and your bare fists, or a large Greatsword this subclass could fit all of you Gladiator needs.
This subclass focuses around Charisma a little bit, but not entirely. It also focuses on making some ability checks or even kicking your opponent, to knock them off-course, whilst still in the middle of the battle.
Crowd Favorite
Ever since you've entered the ring your only goal was to make the crowd cheer at your every move. At 3rd level when you pick this Martial Archetype you gain proficiency in Performance(Charisma) and Persuasion(Charisma) checks. If you're proficient in either skill you can double your proficiency bonus when using it.
Additionally, when making the final blow on a creature and there is at least one non-hostile creature to watch you perform the final blow on the creature, you can use a bonus action to make a Performance(Charisma) check to taunt and boast about your kill to the crowd. The non-hostile creature must make a Wisdom saving throw with the DC equal to the number you rolled on your Performance check. Creatures can willingly fail the save. If they failed the saving throw, you gain 1d8+(your character level) temporary hit points.
You can only perform these checks equal to either your Dexterity or Strength modifier. You regain all uses once per long rest.
Do it again!
Starting at 7th level, when a creature makes a Melee Weapon attack on you and misses, you can use your reaction you make a Persuasion(Charisma) check, countered by the creature's Intelligence score, to hit you again. If he misses yet again, you can kick the creature. It then takes 2d4+(Dexterity/Strength modifier) Bludgeoning damage. If it's Large or smaller the target must make a DC 17 Dexterity saving throw or be knocked prone. You automatically gain the bonus of Crowd Favorite if there is a non-hostile creature that can see you using this ability.
You can use it once per short or long rests.
Impressive-Looking Breaks
Starting at 10th level, when you use Second Wind you can add your Charisma modifier to the number of health points healed. If you are below half your maximum hit points, the bonus is doubled.
Additionally, when a creature you're fighting ends their turn 5 feet away from you, that creature provokes an attack of opportunity. This attack of opportunity does not cost a reaction and is made with advantage.
...And do your worse!
Starting at 15th level, when you use 'Do it Again!' the second attack that's made against you has disadvantage. Also, when you make a melee weapon attack against a creature, you can choose to add your Charisma modifier to the damage.
Combat And Arena Master
Starting at 18th level, you become resistant to all physical damage. Additionally, when you are being hit by a spell, level 5 or lower, you use a reaction to make a Performance check rivaled by the attacker's Performance check in order to become resistant to the damage type of the spell, or get advantage against it's saving throw. Also, when you make an attack of opportunity you can make 3 attacks instead of 1.