Gladiator

You might have been born into slavery, captured and sold to the highest bid, or enjoyed the relative freedom in a family of freemen. Whatever the case, you showed remarkable skills for arena combat and the people who owned or raised you saw your potential.

You have spent a considerable time training and fighting in the arena and have grown to view combat as some sort of art or game. Subsequently, you have a more welcoming view towards gambling and carousing.


  • Skill Proficiencies: Athletics, Performance
  • Tool Proficiencies: Choose one from Masseur's supplies, Gaming set, or Vehicles (land)
  • Languages: One of your choice
  • Equipment: One type of gaming set, a belt pouch with 10 cp, a set of common clothes, a flask of oil, a token from your patron

Feature: Patron

Your arena showmanship attracted someone with a certain position in the city who offered to be your patron. That person could be a city official (templar), a merchant (merchant house agent or independent) or a noble. Even though your days fighting in the arena are over, this patron of yours is still interested in your combat skills. Your patron can cover modest training and housing in return for no less than half your earnings. Such a person might be poor, sticking with you in the hopes of gaining a profit off your combat skills, or rich, betting on arena battles as a hobby; energetic, keeping you close as to promote you as a “valuable asset” to friends and foes alike, or lazy, leaving you to fend for yourself. Your patron may also have connections outside of your home-town that can offer some sort of limited hospitality.


Suggested Characteristics

Due to the need to have the attention of the crowd, gladiators tend to have flamboyant and forceful personalities. Sometimes they get compassionate and thoughtful, other times they become self-interested and self-reliant.


d8 Personality Trait
1 I’ll settle for nothing less than perfection.
2 I’ve lost too many friends, and I’m slow to make new ones.
3 I enjoy being strong and like breaking things.
4 I’m a born gambler who can’t resist taking a risk for a potential payoff.
5 I’m always eager to reach for my weapon when things get dangerous.
6 I always boast about my combat skills.
7 I face problems head-on. A simple, direct solution is the best path to success.
8 I’m confident in my own abilities and do what I can do instill confidence in others.


d6 Ideal
1 Aspiration. I'm determined to make something of myself (Any).
2 Greed. I’m only in it for the money and fame (Evil).
3 People. I like hearing the cheers of the people when I combat. That’s all that matters (Neutral).
4 Responsibility. I do what I must and obey just authority (Lawful).
5 Respect. The thing that keeps a group together is mutual respect between its members (Good).
6 Independence. I will never let myself be enslaved or oppressed by others (Chaotic).

d6 Bond
1 My weapons are my most treasured possessions and they remind me of the battles I’ve been to.
2 Someone cheated on a bet against me, and someday I will find them.
3 I’ll never forget the crushing defeat I suffered or the combatant that dealt it.
4 I idolize a gladiator of the past times and measure my deeds against that person’s.
5 I will do anything to prove myself superior to my hated rival.
6 Those who fight beside me are those worth dying for.

d6 Flaw
1 I’ll do anything to win fame and renown.
2 People who can’t take care of themselves get what they deserve.
3 I’m always in debt. I spend my gains on decadent luxuries faster than I bring them in.
4 I have a weakness for the vices of the city, especially hard drink.
5 Violence is my answer to almost any challenge.
6 My pride will probably lead to my destruction.

Masseur’s supplies: You can apply massage to another creature. By rolling a successful DC 10 Wisdom check, you bestow advantage to the next Strength check or Strength saving throw the creature will make during the next hour.

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GLADIATOR | THE BACKGROUND

Gladiator

A gladiator is as much an entertainer, trained to make the arts of combat into a spectacle the crowd will enjoy. This kind of flashy combat is your entertainer routine, though it also proves useful in dangerous adventures.

Arena Combat

At 3rd level, you learn to utilize gladiatorial tricks that are fueled by your performance in the arena. You can only use one trick per turn.

Gladiatorial Tricks. You can use this feature a number of times equal to your Charisma (Performance) modifier (minimum of 1). You regain all expended tricks when you finish a short or long rest.

Saving Throws. Some tricks require your target to make a saving throw. The saving throw’s DC is calculated as follows:

Trick save DC = 8 + your proficiency bonus + your Strength, Dexterity or Charisma modifier (your choice)


Disciple of the Arena

At 3rd level, you gain proficiency with Performance and improvised weapons.

Know Your Enemy

At 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Total class levels (if any)
  • Fighter class levels (any)

Additionally, if you spend a round studying your enemy’s defenses, you can detect any weaknesses it may have. On your next turn, if you attack this particular enemy, you gain advantage. You can use this feature only once on each creature.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Starting at 15th level, when you roll initiative and have no gladiatorial tricks remaining, you regain 2 tricks.


Gladiatorial Tricks

The tricks are presented in alphabetical order.

Cleave. When you hit a creature with a melee weapon attack, you can expend one gladiatorial trick to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to your Charisma (Performance) modifier. The damage is of the same type dealt by the original attack.

Disarming attack. When you hit a creature with a weapon attack, you can expend one gladiatorial trick and force it to drop one item of your choice that it’s holding. You add your Charisma (Performance) modifier to the attack’s damage roll, and the target must succeed on a Strength saving throw or it drops the object you choose. The creature must spend its next action picking up the object, if it chooses so.

Evasive footwork. When you move, you may expend one gladiatorial trick and add your Charisma (Performance) to your AC until you stop moving. Feinting attack. You can expend one gladiatorial trick and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. If you attack that creature on your next turn, you gain advantage and you can add your Charisma (Performance) modifier to the attack’s damage roll.

Finishing move. When you make a melee weapon attack on a creature that has no more than half of its hit points left and is either prone, frightened, restrained or otherwise incapacitated, you may expend a gladiatorial trick to turn your attack roll into a devastating blow. If your attack hits, you deal critical hit and also add your Charisma (Performance) modifier to your attack’s damage roll.

Lunging strike. On your turn, you can expend one trick to make a long jump towards a creature and attack it immediately with a melee weapon. If you hit, you add your Charisma (Performance) modifier to your attack’s damage roll.

Menacing attack. When you hit a creature with a weapon attack, you can expend one trick to attempt to frighten the target. You add your Charisma (Performance) modifier to your attack’s damage roll, and the target must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

Parry. When another creature damages you with a melee weapon attack, you can use your reaction and expend one trick to reduce the damage by your Charisma (Performance) modifier + your Dexterity modifier.

Pushing attack. When you hit a creature with a weapon attack, you can expend one trick to attempt to drive the target back. You add your Charisma (Performance) modifier to your attack’s damage roll, and if the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet away from you.

Trip attack. When you hit a creature with a weapon attack, you can expend one trick to attempt to knock the target down. You add your Charisma (Performance) modifier to your attack’s damage roll, and if the target is Large or smaller, it must succeed on a Strength saving throw or be knocked prone.

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GLADIATOR | THE SUBCLASS

Gladiator

Gladiators are slaves of the city-states or merchant houses, specially trained to participate in brutal physical contests for the enjoyment of the masses. Disciplined in many diverse forms of hand-to-hand combat and skilled in the use of dozens of different weapons, gladiators are among the most dangerous warriors on Athas.

Gladiators are specialized warriors trained for combat in the arenas. They are skilled in the use of many obscure weapons and combat techniques, including those peculiar to specific combat games and exhibitions popular among the general populace.

Quick Build

You can make a gladiator quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on heavy, brutal combat or light, finesse weapons. Your next highest score should be Charisma.

Class Features

As a gladiator, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per gladiator level
  • Hit Points at 1st level: 10 + your Constitution modifier
  • Hit Points at higher levels: 1d10 (or 6) + your Consitution modifier per gladiator level after 1st

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons, improvised weapons
  • Tools: None
  • Saving Throws: Strength, Wisdom
  • Skills: Choose two skills from Acrobatics, Athletics, Insight, Intimidation, Performance and Perception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) hide armor or (b) leather armor and sling with 20 bullets
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) two simple weapons or (b) a net

The Gladiator
Level Proficiency Bonus Features
1st +2 Arena Combat
2nd +2 Fighting Style, Expert Brawler
3rd +2 Gladiator Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Armor Optimization
7th +3 Gladiator Archetype feature
8th +3 Ability Score Improvement
9th +4
10th +4 Gladiator Archetype feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5
14th +5 Armor Optimization improvement
15th +5 Gladiator Archetype feature
16th +5 Ability Score Improvement
17th +6 By Popular Demand
18th +6 Gladiator Archetype feature
19th +6 Ability Score Improvement
20th +6 Extra Attack (3)

Arena Combat

At 3rd level, you learn to utilize gladiatorial tricks that are fueled by your performance in the arena. You can only use one trick per turn.

Gladiatorial Tricks. You can use this feature a number of times equal to your Charisma (Performance) modifier (minimum of 1). You regain all expended tricks when you finish a short or long rest.

Saving Throws. Some tricks require your target to make a saving throw. The saving throw’s DC is calculated as follows:

Trick save DC = 8 + your proficiency bonus + your Strength, Dexterity or Charisma modifier (your choice)

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GLADIATOR | THE CLASS

Gladiatorial Tricks

The tricks are presented in alphabetical order.

Cleave. When you hit a creature with a melee weapon attack, you can expend one gladiatorial trick to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to your Charisma (Performance) modifier. The damage is of the same type dealt by the original attack.

Disarming attack. When you hit a creature with a weapon attack, you can expend one gladiatorial trick and force it to drop one item of your choice that it’s holding. You add your Charisma (Performance) modifier to the attack’s damage roll, and the target must succeed on a Strength saving throw or it drops the object you choose. The creature must spend its next action picking up the object, if it chooses so.

Evasive footwork. When you move, you may expend one gladiatorial trick and add your Charisma (Performance) to your AC until you stop moving.

Feinting attack. You can expend one trick and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature, if you choose to attack on your next turn. If that attack hits, add your Charisma (Performance) modifier to the attack's damage roll.

Menacing attack. When you hit a creature with a weapon attack, you can expend one trick to attempt to frighten the target. You add your Charisma (Performance) modifier to your attack’s damage roll, and the target must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

Parry. When another creature damages you with a melee weapon attack, you can use your reaction and expend one trick to reduce the damage by your Charisma (Performance) modifier + your Dexterity modifier.

Pushing attack. When you hit a creature with a weapon attack, you can expend one trick to attempt to drive the target back. You add your Charisma (Performance) modifier to your attack’s damage roll, and if the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet away from you.

Trip attack. When you hit a creature with a weapon attack, you can expend one trick to attempt to knock the target down. You add your Charisma (Performance) modifier to your attack’s damage roll, and if the target is Large or smaller, it must succeed on a Strength saving throw or be knocked prone.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.


Dueling

When you are wielding a melee weapon at one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great weapon fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Marksmanship

You gain a +2 bonus to attack rolls you make with ranged weapons.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-weapon fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Expert Brawler

At 2nd level, your intense training in unarmed combat has rewarded you with combat skills that make great use of your unarmed strikes. While you’re unarmed or wielding simple melee weapons that don’t have the two-handed or heavy property, you are not wearing medium or heavy armor or wielding a shield, you gain the following benefits:

  • When you use the Attack action with an unarmed strike or a melee weapon on your turn, you can make one unarmed strike as a bonus action.
  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
  • You roll a d4 in place of the normal damage of your unarmed strikes.
  • If you score a critical hit with an unarmed strike, the target must succeed on a Strength saving throw or be knocked prone.

The damage of your unarmed strikes increases to d6 at 9th level and to d8 at 13th level.

Gladiator Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Arena Champion or Pit Fighter, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

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GLADIATOR | THE CLASS

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Armor Optimization

At 6th level, you gain an understanding on how to put your armor in better use. You gain a +1 bonus to AC, if you’re wearing any type of armor or carrying a shield. At 14th level, this bonus increases to +2.

At 17th level, when you roll initiative and have no uses for gladiatorial tricks remaining, you regain 2 uses.

Gladiator Archetypes

Different gladiators choose different approaches to
perfecting their fighting prowess. The gladiator archetype
you choose to emulate reflects your approach.

Arena Champion

The arena champions are gladiators whose greatest desire
is to practice their blood sport in arenas filled with
thousands of screaming fans. They risk their lives for
fame, wealth, and adoration. These great warriors can rise from the ranks of average and ordinary citizens, and so they serve their role as heroes of the societies.

Master of the Crowd

At 3rd level, you gain proficiency in one of the
following: Deception, Intimidation, or Persuasion.

Extra Gladiatorial Tricks

You gain two additional gladiatorial tricks, suited to your archetype.

Finishing move. When you attack with a melee weapon a creature that has no more than half of its hit points left and it’s prone, frightened, restrained or otherwise incapacitated, you may expend a trick to turn your attack roll into a devastating blow. If your attack hits, you deal critical hit and also add your Charisma (Performance) modifier to your attack’s damage roll.

Showstopper. When you score a critical hit with a melee weapon attack on a creature, you can expend one trick to force it to make a Constitution saving throw. On a failed save, the creature is stunned until the end of its next turn.

Taunt

At 7th level, your words can injure even the most enduring warriors. Choose one creature you can see. The target must be able to hear you and make a Wisdom saving throw. On a failed save, the target suffers psychic damage equal to your Charisma (Performance) modifier and its next attack against you is made with disadvantage. You can use this feature again after you finish a short or long rest. At 18th level, you can use this feature twice after you finish a short or long rest.



Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Riposte

Starting at 15th level, when a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against it. If you hit, you add your Charisma (Performance) modifier to the attack’s damage roll.

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GLADIATOR | THE CLASS

Pit Fighter

Pit fighters tend to be some of the strongest, toughest, and most dangerous adversaries in the arena. Battling for survival has been the only constant in their violent lives; they have little to lose or gain except their lives. Usually regarded as property to be bought and sold, these brutal warriors have nothing to fear and always lunge into battle.

Dirty Fighting

At 3rd level, you learn how to distract your opponent and gain the upper hand, using various methods of trickery. Choose one creature within 5 feet of you and use your bonus action. That creature must succeed a Wisdom saving throw or will have disadvantage on attack rolls, ability checks and saving throws until the end of its next turn. You may use this feature again once you finish a short or long rest.

Extra Gladiatorial Tricks

You gain two additional gladiatorial tricks, suited to your archetype.

Furious attack. Immediately after you take the Attack action on your turn, you can expend one trick to make
two unarmed strikes as a bonus action.

Lunging strike. On your turn, you can expend
one trick to make a long jump and attack immediately
with a melee weapon. If you hit, you add your
Charisma (Performance) modifier to your attack’s
damage roll.

Adrenaline Rush

At 7th level, you get short boosts of stamina as your endurance begins to wear down and defeat is imminent.
At the start of your turn, if you have no more than half
of your hit points left, you can use your bonus action
to regain hit points equal to 1d10 + your
Constitution modifier. You don’t gain this benefit
if you have 0 hit points. You can use this feature
again after you finish a short or long rest. At 18th
level, you can use this feature twice after you
finish a short or long rest.

Eye for an Eye

Starting at 10th level, when you take damage
from a creature that is within 5 feet of you, you
can use your reaction to make an unarmed
attack against that creature. You must have a
free hand.



Iron Will

At 15th level, you gain advantage on saving throws against being frightened. Additionally, your unrelenting will keeps you fighting despite grievous wounds. If you drop to 0 hit points while in combat and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

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GLADIATOR | THE CLASS

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