Martial Archetype:

Gladiator

Behold the Gladiator: a fighter who revels in the frenzy of single combat. While thought to be a mindless combatant whose sole purpose is to gore his opponents (while it can be true), the gladiator is a precise instrument of battle. He bids his time to wear out his foe, and in a moment of glory, opportunity, and bloodlust combined, the warrior strikes.




Choose your Gladiator

A gladiator isn't all about combat; the fierce fighter of the arena thirsts for recognition, and the right to boast their strength. When the people see you and the style of your form and armor, they know your fighting style, your specialty, and how you are to be reckoned with.
























Art Credits: Battle Arena by panjoool
Warrior by Wizards of the Coast, LLC

Gladiator Build

Beginning at 3rd level, when you choose this martial archetype, choose one option from the list of Gladiator Builds available to you. It shall be the type of combatant you swear by, and it shall be what you are known for:

Secutor

A secutor is a master of light armor and shortswords. At 3rd, 10th, and 15th levels, you gain certain features unique to this Gladiator Build.

  • Expert Handling. Starting at 3rd level, you gain a bonus to damage rolls you make with a shortsword, equal to half your proficiency bonus, rounded down.
  • Comfort Armor. Starting at 10th level, if you are wearing light armor, you gain an additional 10 feet to your movement speed and may take the Disengage action as a bonus action instead.
  • Mastered Grip. At 15th level, you've gone beyond the standard nature of attacking with the shortsword, using all your strength to grip it with both hands in a masterful flourish. Shortswords you wield gain the Versatile property, and deal 1d10 damage when used with two hands.

Scissor

A scissor is a master of two-weapon fighting. At 3rd, 10th, and 15th levels, you gain certain features unique to this Gladiator Build.

  • Pincer Maneuver. Starting at 3rd level, whenever you take the Disengage action, if you are wielding a separate melee weapon in each hand, you can make a weapon attack against a creature within reach as part of your action.
  • Two-Weapon Fighting. Starting at 10th level, you know the Two-Weapon fighting style. If you already know it, choose an additional fighting style option instead.
  • Dual Strike. At 15th level, you have developed a technique worthy of the finesse needed to wield two weapons at once, striking opponents with double the ferocity. When you use your bonus action to make a second attack with two-weapon fighting, you can attack simultaneously with both weapons instead. If you do, you make a single attack roll against a target within reach. On a hit, you roll the damage for both of your weapons.

Hoplite

A hoplite is a master of spears and are known for their mastery in throwing them. At 3rd, 10th, and 15th levels, you gain certain features unique to this Gladiator Build.

  • Expert Handling. Starting at 3rd level, you gain a bonus to damage rolls you make with a spear, equal to half your proficiency bonus, rounded down.
  • Spear Thrower. Starting at 10th level, the range of your thrown attack with a spear is tripled.
  • Mastered Grip. At 15th level, you've mastered the spear and a stance made to deliver the killing blow even from a distance, at the cost of precision. Before you make a thrown or melee weapon attack with a spear, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add a +10 to the attack's damage.

Provocator

A provocator is a master of heavy armor, shields and using their defenses for an improvised offense. At 3rd, 10th, and 15th levels, you gain certain features unique to this Gladiator Build.

  • Deflection. Starting at 3rd level, you can use a reaction while wielding your shield whenever you are hit with an attack. When you use your reaction this way, you reduce the damage you take by 1d10 + your proficiency modifier.
  • Shield Striker. Starting at 10th level, you have learned to make use of your shield to attack your opponents. You can use your shield as a melee weapon, and you are proficient in improvised weapon attacks using your shield. Once on each of your turns, when you hit a creature with a weapon attack using your shield, you can the reduce the target's movement speed by half until the end of its next turn.
  • Paragon Defense. At 15th level, whenever you take the Dodge action, while wielding a shield, you gain a special reaction until the start of your next turn. You can use this special reaction to make an opportunity attack with a melee weapon against a creature within reach that misses an attack against you. You can use this special reaction once on every creature's turn.

Thrax

A thrax is a master of medium armor and longswords. At 3rd, 10th, and 15th levels, you gain certain features unique to this Gladiator Build.

  • Expert Handling. Starting at 3rd level, you gain a bonus to damage rolls you make with a longsword, equal to half your proficiency bonus, rounded down.
  • Comfort Armor. Starting at 10th level, if you are wearing medium armor, you gain an additional 10 feet to your movement speed and may take the Disengage action as a bonus action instead.
  • Sure Strike. At 15th level, you've mastered the longsword as if it were an extension of your arm and a symbol of your combat will. Once on each of your turns when you take the Attack action, you can have one of the attacks you make with a longsword automatically hit your target, regardless of the creature's AC.

Irresistible Challenge

Starting at 3rd level, you can use your bonus action to cast Compelled Duel, or you can cast it immediately as part of the bonus action you make when you use your Second Wind fighter class feature. Charisma is your spellcasting ability for this spell. When you cast the spell using this feature, you don't have to maintain concentration for it, and it lasts for 10 minutes. It follows any other restrictions that would normally end the spell. You have one use of this feature, and you regain its use after finishing a short or long rest.

Whenever you attack a creature that's affected by Compelled Duel this way, any dice result from your attack rolls that are less than 5 are instead treated as a 5.

Win the Crowd

Starting at 7th level, you add your proficiency bonus to your Charisma ability checks if they are made to impress or convince creatures of your strength and guile. If you are already proficient with the skill involved in the check, you add double your proficiency bonus instead.

Additionally, whenever you would purchase an item that your Gladiator Build specializes in, you gain advantage on ability checks that would help you haggle for lower prices.

Escalating Odds

At 10th level, you are inured to battles of attrition, eventually gaining the upper hand against your opponent by memorizing the flow of combat. During combat, at the end of each of your turns, you gain an Escalating Odds counter.

For each Escalating Odds counter you have on yourself, you gain a +1 to your attack rolls, up to a maximum number of bonus equal to your Strength or Dexterity modifier, whichever is higher (minimum of 1). When combat ends, you are incapacitated, or become unconscious, all Escalating Odds counters on yourself are removed.

Ardent Recognition

At 15th level, you become an icon of combat and glory. Whenever a creature witnesses you kill another creature, and it knows your name, you will always be recognized by that witness (by name or by appearance) for the next 100 years.

Additionally, whenever you hear or know a name, you can spend 10 minutes to try and recall one information about that creature, chosen from the following:

  • If the creature that bears the name is known for their combat prowess, you recall how powerful they are in single combat (the DM may use the encounter challenge-rating calculator to determine this).
  • If the creature that bears the name is known for a heroic feat, you recall the story around their heroism. If that creature also slew another creature as its heroic feat, you know the creature it had slain.
  • The home region of the creature, its race, and its alignment, if they are known by at least one creature you can understand around your area.

Once you recall information regarding a name, you cannot do so again until you finish a short or long rest.

Glorious Moment

You learn this feature at 18th level. A gladiator's battle should not end without their moment of glory; an act of emboldening prowess that anyone would simply pay to behold. Before you take the Attack action on your turn, you can choose from one of the following options:

Art from: Ryse: Son of Rome
by Crytek



Moment of Finality. You discard all hesitation and place all your strength into one decisive attack, hoping to end the battle. You make one attack against a creature within reach, and you forgo any additional number of attacks you would normally make when you take the Attack action. For each additional attack you forgo, you add a +5 to your damage roll. On a hit, you roll the accumulated damage of each attack you would normally make when you take the Attack action.


Moment of Splendor. You flourish your weapon, preparing to make a spectacle out of your opponent. After you finish attacking with your Attack action, each creature within 60 feet of you that can see you must make a Wisdom saving throw. The DC of this save is equal to 8 + your Strength modifier + your proficiency bonus. If a creature has been attacked by you this turn, it automatically succeeds the save. On a failed save, a creature is charmed by you for 1 minute.


Moment of Vehemence. Your display of zeal and unmatched combat fervor can strike fear into the hearts of your opponents. At the end of your Attack action, if you only targeted one creature for all your attacks, that creature must make a Wisdom saving throw. The DC of this save is equal to 8 + your Strength modifier + your proficiency bonus. On a failed save, the target is frightened of you for 1 minute. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can repeat the save. On a successful save, it is no longer frightened.


When you choose an option from this feature, you cannot do so again until you finish a long rest.