### Gladiatorial Fighting
You are adept at the tricks and tactics commonly found in an arena. You gain the following benefits.
- Attacking with a net no longer restricts you to one attack if you can normally make multiple. Additionally, you can use a net to make melee weapon attacks. You cannot attack with a net while it is restraining a target.
- Nets you wield have a DC of 8 + your proficiency bonus (PB) + your Strength or Dexterity modifier and AC equal 10 + PB.
- Once per turn, when you hit a creature that is restrained, prone, blinded or frightened, you can add an additional 1d6 to the damage roll.
### Spell Breaker
*Prerequisite: Extra Attack feature*
You have mastered the means to turn aside a spell with just the weapon you wield.
- When you are targeted by a spell or within the area of a spell that is cast, you can use your reaction to attempt to strike the spell and disrupt it. Make an attack roll contested by the caster's Spell Save DC. On a success, the spell fails. You can successfully counter a spell this way twice. You regain all expended uses of it when you finish a long rest.
### Whip Master
Whips you wield are not just a weapon to you, but an extension of yourself.
Whips you attack with deal an additional 1d4 slashing damage. You can use your whip to interact with objects within 15 feet of you as if you were using your hands.
Once per turn when you hit an enemy with an whip you can force them to make a Strength (Atheletics) or Dexterity (Acrobatics) Check contested by the attack roll you hit them with. On a failure they suffer one of the following effects.
* You trip the target, knocking them prone.
* Your force the target to drop one item of your choice that it's holding.
* You wrap your whip around the target, preventing them from moving away from you. Until the start of your next turn, or until you attack with the whip again, the target cannot be moved away from you.