v1.1 Gladiator Myrmidons of Freedom Gladiatoral combatants were historically forced into lives of bloodshed for the entertainment of others. Gladiators have a wide range of battle styles, similar to a barbarian, fighter, or knight. Gladiators are typically normal, nonmagical people turned to hardened warriors by circumstance. Given their raw potential and drive, Gladiators are not figures to be taken lightly in battle. Many Gladiators fight hoping to regain lost freedom; others do so for the gore and glory. Creating a Gladiator When creating a gladiator, take a moment to consider why or how they became recruited into this grisly and barbaric arena. Are they slaves of a debt which led to them losing their status as regular citizens? did their family sell them out? Or are they criminals set to kill and show the world their savagery? Also, consider what kind of gladiator your character is. The term "Gladiator" is actually, in the traditional sense, specifically a warrior who uses a "gladius," or short sword. However, in the English language, gladiator now encompasses the entire class of Roman warriors. What kind of weapon does your character specialize in? A Retiarius, for example, uses a net to hold enemies at a length while stabbing them to death with a trident. A Murmillo has the versatility of a sword and shield combo. Think of what specialization in weapon and combat your character has. Quick Build You can make a Gladiator quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Entertainer background, Gladiator variant. Third, choose your equipment based on what subclass you have your sight set on, and have a complementing unusual weapon from your background. 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 + Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Gladiator level after 1st Proficiencies Armor: Medium armor, light armor, and shields Weapons: Simple & Martial weapons Tools: None Saving Throws: Constitution and Charisma Skills: Pick two from Acrobatics, Athletics, Insight, Intimidation, Perception, Performance, Sleight of Hand, or Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) Chain mail or (b) Shield or (c) Scale mail (a) a spear or trident or (b) Two shortswords or (c) a heavy and/or two-handed weapon or (d) a pair of cestii (a) a longbow with a quiver of 20 ammunition or (b) a pouch with 40 darts If you are using starting wealth, you have 6d4x10 gp in funds.

The Gladiator Level Proficiency Bonus Features 1st +2 Unarmored Defense, Fighting Style 2nd +2 Learn a Trade, Shrug it Off 3rd +2 Combat Specialization 4th +2 Ability Score Improvement 5th +3 Extra Attack 6th +3 Fast Movement 7th +3 Combat Specialization Feature 8th +3 Ability Score Improvement 9th +4 Arena Favorite 10th +4 Combat Specialization Feature 11th +4 Extra Attack 12th +4 Ability Score Improvement 13th +5 Combat Specialization Feature 14th +5 Battle Cry 15th +5 All Brawn 16th +5 Ability Score Improvement 17th +6 Combat Specialization Feature 18th +6 Weapon of Choice 19th +6 Ability Score Improvement 20th +6 Extra Attack

Gladiator Features Unarmored Defense While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit. Fighting Style 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. Archery: You gain a +2 bonus to attack rolls you make with ranged weapons. 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 a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. 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. Learn a Trade Gladiators do have spare time when recovering between battles. It is a brief moment to get some relaxation and clear the mind of all the blood for a moment. Starting 2nd level, you gain proficiency in one instrument, gaming set or artisans tool of your choice. Alternatively, you may double your proficiency for an instrument, gaming set or artisans tool you are already proficient in. Shrug it Off You are trained to put on a good show and shrug off blows to prolong a fight. Starting at 2nd level, you can use a bonus action to gain temporary hitpoints equal to your 1d6+ your charisma modifier. You can use this feature an amount of times equal to your profiency bonus and regain uses after a long rest. Combat Specialization Starting 3rd level, you may choose a Gladiator Archetype through which you begin to narrow your focus as a warrior to specialize in a particular field of combat. Choose one from the subclasses all detailed at the end of the class description. You gain a feature from your subclass at 3rd level, and further features at 7th, 10th, 13th, and 17th levels. Ability Score Increase 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. Extra Attack Every attack counts in the bloody arena. That's why it's good to be able to deal more of them. 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. Fast Movement Starting 6th level, you learn to be quick on your feet. If you're too slow, it could spell death, even if the difference was a mere second. You gain an additional 10 feet of movement speed. Arena Favorite Gladiators pride themselves in their kills, often showing off to their surrounding teammates or the crowd. Starting at 9th level, if you land the killing blow on a creature, creatures within 30 feet of you must make a wisdom saving throw with a DC of 8 + your charisma modifier + your proficiency bonus or be charmed by you until the end of your next turn. Creatures can willingly fail this saving throw, and if the creature was allied to the slain creature it is frightened instead. Battle Cry Your cry can be one of victory or one of the beginnings of battle. Whatever it is, it is a signal from a gladiator to the audience as well as to the opponent. Starting 14th level, you gain the following battle cries to use at your disposal: Let's Fight! You emit a shout with an action which riles and rallies. Creatures friendly to you gain advantage on their next attack. You're Dead! You bellow at a creature that can see and hear you with an action. The creature must succeed a Charisma saving throw with a DC equal to 8 + your Charisma modifier, or become frightened until the end of their next turn. First Blood! You make this cry with a bonus action after you successfully make an attack on another creature. You become emboldened and empowered. You gain advantage on your next attack. For a battle cry to take effect, the creature must be within 30 feet and be able to hear and understand you. You may use each cry once, regaining use after you finish a short or long rest.

All Brawn In a way, Gladiators are like burly sportsmen. They spend a lot of time hacking and fighting away that their brains sometimes shrivel or get damaged from impact. This is a bit irrelevant in their line of work; the cheers of the crowd drive them to fight harder and harder without thought. Starting 15th level, you become disadvantaged in Intelligence saving throws. However, you gain advantage on attack rolls against a creature if at least one of your allies (or creatures friendly to you) is within 5 feet of you and the ally isn't incapacitated. Weapon of Choice Your specialization skills really show now, as you seem unstoppable wielding your weapon of choice. Starting 18th level, when you miss an attack with a weapon you are proficient in, you may instead choose to have it hit. You cannot use this feature again until you finish a short or long rest.

Gladiator Archetype Starting 3rd level, you become a gladiator fully fledged to a certain Combat Specialization. Choose from one of the subclasses below. Cestus Much like a monk, but with protection for their hands, cestii bludgeon enemies to death with blows of their fists. Cestii Cestii commonly use their signature weapon of which they share their name with. Cestus | Weapon | Cost | Damage | Weight | Properties | | Cestus | 5 sp | 1d4 bludgeoning | 1/2 lb. | Light Warriors of Brawn Cestii are hardy fighters, able and willing to go blow for blow with their opponent. Starting 3rd level, the damage you deal on your unarmed strikes increases to 1d4. Flurry You can't just punch once. You gotta do it again! Starting 7th level, when you attack with your cestii or make an unarmed strike, you may make an additional attack with your other hand using your bonus action if your other hand is free. Heavy Fists Starting 10th level, your fists accumulate more power as you grow in adeptness of using them. You may add half your proficiency bonus to the damage rolls of your cestus attacks or unarmed strikes. In addition, the damage die you deal with your cestus or unarmed strikes becomes 1d6. If you deal a higher damage die, then this has no effect. Wrestler You are a bare knuckle kind of fighter that can wrestle a bear to death like Hercules tamed the Nemean lion and Cerberus. Starting 13th level, when you roll to grapple a creature, you may double your proficiency modifier for the roll. Additionally, on the turn you successfully grapple a creature, you may use your bonus action to make an attack on that creature. Pummel You have no qualms about beating a cowering opponent into submission. Starting 17th level, You have advantage in attack rolls against creatures that are frightened or grappled.

Gallus Gallii are gladiators that are commonly very heavy-set in armor and wielding large, heavy crushing weapons. Unstoppable Gallii gladiators are a force to be wary of, capable of sending their enemies flying. Starting at 3rd level when you hit a creature of large size or lower you can use your bonus action to knock the creature 5 feet away from you. Indomitable Starting 7th level, your tough body is toned against the mundane effects of weapons. When you are hit by a non-magical weapon attack, you can use your reaction to halve the attacks damage. Dauntless Starting 10th level, your hulking body intimidates others and not the other way around. You are immune to being frightened and you gain proficiency in the Intimidation skill. If you already have proficiency in this skill, you may double your proficiency bonus. Brute Force Your strikes surpass most others with their bone shattering power. Starting 13th level, whenever you roll damage for a heavy weapon the lowest you can roll equals half of your strength modifier rounded up. Unsurpassed Starting 17th level, when you make an attack with a nonmagical weapon you are proficient in, you may ignore all resistances the target has to the damage you dealt.

Hoplomachus Hoplomachi specialize in a mid-ranged fight with their proficiency in spears and such polearms. Almost an Artform Hoplomachi fight as if it was an intricate performance and use intense finesse in their attacks. Starting at 3rd level, you may use your dexterity modifier for attack and damage rolls when using a spear, pike, glaive, or halberd. Polearm Champion Simply throwing something doesn't quite have the same feel as thoroughly skewering something up close. Starting at 7th level, When you make a melee attack with a weapon with the reach or versatile property, you may increase the damage die by 1 (e.g., 1D4 becomes 1D6). Performer Your frenetic mood as a gladiator empowers those around you. Starting at 10th level, when you reduce an enemy to 0 hit points with a spear, pike, glaive or halberd you may grant temporary hitpoints equal to your charisma modifier to all friendly creatures within a 15 foot radius centered on you. Foolery Almost like a jester, you aim to please others, though this is often done by embarassing your oppenent. Starting at 13th level, after you complete the attack action, you may use your bonus action to sweep your opponents legs. The targeted creature must succeed against a strength saving throw or be knocked prone. The DC for this saving throw equals 8 + your dexterity or charisma modifier + your proficiency. Arcing Strikes Your attacks control the are around you, nothing moves there without your say so. Starting at 17th level, Whenever a creature moves atleast 5 feet while in your attack range you may make an opportunity attack against them.

Retiarus A retiarius is an exotic fighter who uses a net to snare enemies and a trident to spear them like fish. Fisher People won't be laughing when they've been caught in your net like a fish, ready to be speared. Starting 3rd level, you may make an attack with a net using your bonus action this action ignores all penalties regarding the use of nets. Reel The nets main purpose is to pull victims into range for you to poke them with holes. Starting 7th level, when you successfully have restrained another creature in your net, you may reel them up to 10 feet closer to you, costing no action on your part. You may also retrieve your net after a failed throw once per round. Monger The best part of a retiarius job is being able to poke the captive to death. Starting 10th level, the damage die you deal with spears and tridents increases to 1d10 when attacking a restrained target. Iron Net Nets are underrated. It's possibly due to the fact they break easily. Starting 13th level, creatures caught in your net have disadvantage in Strength checks to escape it. Your nets AC also increases to 18. Execute Your expertise allows you to strike with ease, precision, and power. Starting 17th level, when you successfully attack a creature caught in your net with a spear or trident, the damage you deal is increased by an amount equal to half your level rounded up.

Murmillo Murmillos are gladiators wielding a sword and shield like a knight. Bastion You are a guarded fighter type with your shield. Starting 3rd level, when you are wielding a shield, you gain an additional +1 to AC. Cover Strike The shield is often a tactic used so you can draw an enemy in and attack them when they make an opening. Starting 7th level, after making the attack action, you may use your bonus action to enter a defensive stance until the start of your next turn. While in this defensive stance, you may use your reaction after blocking an attack to make a single weapon attack against the creature who attacked you. Perfect Guard Starting at 10th level, when you use cover strike to enter your defensive stance, you gain the benefits of half cover. Stunning Reversal Your retaliating strike coming from behind your shield is powerful and surprises enemies with your burst of action. Starting 13th level, When you use Cover Strike and successfully make an attack against the attacker creature, you can force the creature to make a Charisma saving throw against a DC equal to 8 + your charisa modifier + your proficiency. On a failed save, the creature is stunned until the end of your next turn. On success, they are unaffected by the effects of this feature for the next 24 hours. You may use this feature once, regaining use after you finish a short or long rest. Knight of the Arena Your valor bolsters your defenses. Starting at 17th level, when you enter your defensive stance you gain temporary hit points equal to your charisma modifier.

Sagittarius Hence the name of the archer constellation, sagittarii are expert long-range shooters. Reflex Bow A good archer uses the weapon enough that even its physical imperfections do not inhibit its range. Starting 3rd level, when you use a longbow, the range becomes 200/800. When using a shortbow, the weapon range becomes 120/400. Faster Reload Reloading can be such a pain. It's one of the big drawbacks to using ranged weapons with ammunition. But you're skilled enough to be able to avoid that. Starting 7th level, when you make an attack with a ranged weapon that has the reloading property, you automatically reload, while the ammo fired is still flying, out of muscle memory. You do so with no action needed on your part. Piercer Your arrows pierce even the sturdiest of foes. Starting 10th level, you may make an attack roll with disadvantage against every creature in a line directly behind the target of your attack within your first range increment. Block out the Sun Your training with the bow has enchanced your capabilities exponentially. Starting at 13th level, you may use your action to fire a rain of arrows onto a 15 foot sphere radius. Targets within the sphere must make a dexterity saving throw or take damage equal to your dexterity modifier x the amount of attacks you can make on a failed saving throw or half that damage on a successful saving throw. The DC equals 8 + your dexterity modifier + your proficiency. Armor Pierce Starting 17th level, your ranged weapon attacks ignore light and medium armors when you make an attack roll.

Dimachaerus This type of gladiator specializes in two-sword fighting. Cross Strike Dimachaerii are experts of dual wielding. Starting at 3rd level, when you engage in two weapon fighting you may attack twice instead of once using your bonus action. The weapons used in this attack must have the light property. You may use this feature an amount of times equal to your proficiency bonus, regaining all uses after a short or long rest. Defensive Finesse Your combat tactics begin to aid you defensively. Starting at 7th level, when you are targetted by an attack you may use your reaction to gain a bonus to your ac equal to your charisma modifier against that attack potentially causing it to miss. Tornado With two blades, you're like a force of nature in battle, mowing down all that surround you. Starting at 10th level, you may use your action to spin with your weapons extending, making an attack roll against each creature of your choice within 5 feet of you. Stylish Your fighting style makes you appear very intimidating to others. This helps you win some points in battle, as you dance with your two blades. Starting 10th level, when you use "You're Dead!" from Battle Cry and you have a weapon in each hand, you may force the creature to make the saving throw at disadvantage. Slashing Frenzy Starting 17th level, when you kill an enemy with a weapon attack, your next attack rolls with advantage and is considered a critical if it hits. You cannot use this feature again unless you complete a short or long rest.

Laquearius Laquearii treat their opponents much like beasts, using a whip to either keep them at bay or snare them at close range before gutting them with a dagger or sword. Tame You are a person who keeps enemies at bay. Starting 3rd level, you may make a special attack with a whip at a creature in range. The target must make a Charisma saving throw equal to 8 + your Charisma modifier + your proficiency bonus. Upon failure, they take the normal damage and become frightened until the end of their next turn. On success, they still take the damage from your weapon but become immune to this effect for 24 hours. You may use this feature a number of times equal your Charisma modifier, regaining use after you finish a long rest. Whip Master Your whip is a very distinguishing fighting style. Starting 7th level, the damage die you deal with your whip increases to 1d6. Ringmaster Starting 10th level, you are very adept at using the energy of an audience or a performance to push your own skill. You may use your Charisma modifier for all attack and damage rolls you make with your whip. Lasso Starting 13th level, you are able to use your whip as a trap on enemies. When you successfully attack a creature with your whip, you may attempt to grapple the target. You may only make this attempt once per turn. Carve Starting 17th level, if you snare a creature within melee range with Lasso, you may make up to two additional attacks with a dagger weapon on the same turn with a bonus action. You may use this feature a number of times equal your Strength modifier, regaining use after you finish a long rest.

Bestiarius These gladiators specialize in the fighting and subdueing of beasts rather than men. Partner in the Arena At 3rd level, you gain a partner from the arena. You normally select your companion from among the following

animals: an ape, a black bear, a boar, a giant

badger, a giant weasel, a mule, a panther, or a

wolf but your dm may allow something different as they see fit. If your partner is ever slain, you may have it resurrected for an amount of gold equal to its max rolled hit die. Expanding Partner Options Depending on the nature of your campaign, the DM

might choose to expand the options for your animal

companion. As a rule of thumb, a beast can serve as an

animal companion if it is Medium or smaller, has 15 or

fewer hit points, and cannot deal more than 8 damage

with a single attack. In general, that applies to creatures

with a challenge rating of 1/4 or less, but there are

exceptions. Partners Bond Your animal companion gains a variety of

benefits while it is linked to you. The animal companion loses its Multiattack action, if it has one. The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions,

attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather

than its own. In addition to the areas where it

normally uses its proficiency bonus, an animal

companion also adds its proficiency bonus to its AC and to its damage rolls. Your animal companion gains proficiency in

two skills of your choice. It also becomes

proficient with all saving throws. For each level you gain after 3rd, your animal companion gains an additional hit die and

increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your companion’s

abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise. Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your

companion shares your ideal, Keeping Track of Proficiency When you gain your partner at level 3, it's proficiency bonus matches yours at +2. As you gain levels and increase your proficiency bonus, remember that your companion’s proficiency bonus improves as well, and is applied to the following areas: Armor Class, skills, saving throws, attack bonus, and damage rolls. Coordinated Attack Beginning at 7th level, you and your animal companion form a more potent fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack. Beast’s Defense At 10th level, while your companion can see you, it has advantage on all saving throws. Storm of Claws and Fangs At 11th level, your companion can use its action

to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target. Superior Beast’s Defense At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.