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The Gladiator

Gladiator
A Gladiator is best on the front lines, demonstrating
A burly human wrestles an Owlbear into submission impossible feats that no one else would ever dare perform.
barehanded. They train hard to be sure that they are the best in the field,
A half-orc bedecked in shining gold plate strikes down her and their artful flourishes are spectacles unto themselves.
fifth opponent to the jeers of the audience. This doesn't mean that a Gladiator cannot be a team player,
A halfling wielding a net and trident dashes in for the though --- leaving an opponent stunned by the sheer audacity
finishing blow against a captive ogre, and the crowd goes of an attack can give one of their allies a fantastic opening to
wild. strike!
Storied Showmen
These are Gladiators, warriors that not only fight well, but Not every pit fighter or back alley pugilist is a Gladiator.
look good doing it. To a Gladiator, the performance is just as Gladiators are the most distinguished in their fields, rising to
important as the battle prowess. They strive to not only be the greatness in and out of the arenas and fairgrounds. Being a
best fighter on the field, but also to be the best looking fighter talented fighter is far from enough to be a successful
out there. Those who are truly talented can merge the two, Gladiator. Those combatants who simply defeat their
and achieve incredible results. opponents will be doomed to tougher and tougher challenges,
until they're pitted against something that breaks them. Far
Love of the Crowd too many straight-laced warriors have grunted through a
Rather than striving for martial perfection or defending a series of powerful combatants, only to meet their end in a
homeland against invaders, Gladiators pursue a much loftier fight that was all but rigged.
motivation: the adoration of fans. For a Gladiator, renown To survive the arena, a Gladiator needs style and flair.
comes from fame, and it is a desire for that recognition that Winning the favor of the crowd means survival, and a better
drives them to be inventive and resourceful on the battlefield. chance of being in fights that are possible to win. Gladiators
Though they deal in combat, a true Gladiator is a performer know this, and use it to their advantage. Most of them are
at heart. talented warriors that know how to sweep a leg or disarm an
This does not mean every Gladiator in the world is greedy opponent. Their talent lies in doing so by sending their
or vain --- many use their artful prowess to make a statement. opponent sprawling with an arcing kick, or making their
Perhaps they see themselves as a champion of the people, a opponent's weapon fly clear across the field.
commoner who has risen to acclaim through their skill. Or
perhaps they relish the joy they bring people with their Creating a Gladiator
performances. The true motivation of a Gladiator varies, but Gladiators who leave the arena to pursue a life of adventure
their ultimate goal demands time in the limelight. do so for many different reasons. Consider what your
character's motivation for leaving behind a life of fame might
be. Perhaps they're bored of the trials they face in the arena,
and are looking for glory in the more untamed parts of the
world. Perhaps they were fighting to earn their freedom, and
now want to see the world. Or perhaps they're simply on a
tour to garner more fans!

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
When creating your Gladiator, consider both what brought
you to the arena, and why you left it. No matter what, at some
point you entered the arena, and your time there will shape
your future.
Gladiator
Quick Build
You can create a Gladiator quickly by following these Level
Proficiency
Bonus Features
Flourishes
Known
Flair
Die
suggestions. First, make Strength your highest ability score.
Your next highest skill should be Charisma. Second, choose 1st +2
Flair for the
— d6
the Soldier background. Dramatic
2nd +2 Flourishes 3 d6
Class Features 3rd +2 Martial Role 3 d6
As a Gladiator, you gain the following class features Ability Score
4th +2 4 d6
Increase
Hit Points
Hit Dice: 1d10 per Gladiator level 5th +3 Extra Attack 4 d8
Hit Points at 1st Level: 10 + your Constitution modifier Eye-Catching
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution 6th +3
Prowess
5 d8
modifier per gladiator level after 1st Martial Role
7th +3 5 d8
Proficiencies Feature
Armor: Light Armor, Medium Armor, shields Ability Score
Weapons: All Simple and Martial Weapons 8th +3
Increase
6 d8
Tools: None Tireless
Saving Throws: Constitution, Charisma 9th +4
Performer
6 d8
Skills: Choose three from Acrobatics, Animal Handling, Martial Role
Athletics, Intimidation, Medicine, Perception, 10th +4
Feature
6 d10
Performance, or Persuasion
11th +4 Extra Attack (2) 7 d10
Equipment
You start with the following equipment, in addition to the 12th +4
Ability Score
7 d10
equipment granted by your background: Increase
13th +5 Stylish Strikes 7 d10
(a) chain shirt or (b) scale mail
(a) martial weapon and a shield or (b) two martial 14th +5
Ability Score
8 d10
weapons Increase
(a) two handaxes or (b) two javelins Martial Role
(a) an explorer's pack or (b) an entertainer's pack 15th +5
Feature
8 d12

Flair for the Dramatic 16th +5


Ability Score
8 d12
Increase
Your stylish fighting style can beguile your enemies. You have
a number of Flair Dice equal to your Charisma modifier plus 17th +6
Heartening
9 d12
half your Gladiator level, rounded down (minimum of 1). You Aplomb
regain all flair dice when you finish a long rest. When you 18th +6 Coup de Grace 9 d12
expend a Flair Die you roll it, unless an ability specifies Ability Score
otherwise. 19th +6
Increase
9 d12
Your flair dice starts out as a d6, and increases as you gain
levels in this class. 20th +6
Enthralling
10 d12
You can use a bonus action on your turn to expend a Flair Performance
Die and add the result to your next weapon attack or weapon
damage roll.
Flourishes
Starting at level 2, you have learned to use performative
Flourishes while fighting to gain the edge in battle. When you
gain certain Gladiator levels, you learn additional Flourishes
of your choice, as shown in the Flourishes Known column of
the Gladiator table. You can use only one Flourish during
your turn in combat.
If a Flourish calls for a saving throw, the DC for the saving
throw is equal to 8 + your proficiency bonus + your Charisma
modifier.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Martial Role Enthralling Victory
At 3rd Level, your specialized methods of fighting have Starting at level 20, whenever you kill a creature, each
developed into a specific role you play in performative creature that was allied with the slain creature within 30ft
combat. You can choose between Retiarius, Secutus, Cestus, must make a Wisdom Saving throw against your Flourish
and Thraex, each of which is detailed at the end of the class DC. On a failure, those creatures become your choice of
description. The Role you choose grants you features at 3rd Frightened or Charmed by you until the end of your next turn.
level and again at 7th, 10th, and 15th levels.
Ability Score Increase Martial Roles
When you reach 4th Level, and again at 8th, 12th, 14th, 16th, If there’s one thing that every show fighter knows, it’s that you
and 19th level, you can increase one ability score of your need a gimmick. A Gladiator lives for the roar of the crowd,
choice by 2, or you can increase two Ability Scores of your and it’s much easier to obtain when they fill a role that the
choice by 1. As normal, you can’t increase an ability score audience can identify with and root for. From commoner to
above 20 using this feature. soldier up to noble, there’s a Martial Role that a Gladiator can
play that will get the audience shouting their approval.
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.
Eye-Catching Prowess
Starting at level 6, your physical prowess gives you a leg up in
social interactions. Whenever you make a skill check using
your Charisma skill, you can add your Strength modifier to
the skill check as well.
Tireless Performer
Starting at 9th level, your tireless dedication to your craft
allows you to draw on additional reserves to keep the show
going. Whenever you finish a short rest, you may regain a
number of Flair Die equal to half your maximum Flair Die,
rounded up.
Stylish Strikes
When you reach 13th level, even your run-of-the-mill attacks
carry a touch of stylish flair. You can add your Charisma
modifier to damage rolls in addition to any other bonuses to
the rolls.
Hearty Aplomb
Starting at level 17, whenever you expend any number of flair
die, you gain temporary hit points equal to the total combined
roll. These temporary hit points last 10 minutes or until you
take a short rest.
Coup de Grace
Once you reach level 18, you can deliver a finishing blow to
disabled opponents. When you hit a creature that has half or
less of its maximum hit points remaining and is unconscious,
paralyzed, or incapacitated with a melee weapon attack, you
can force that creature to make a Constitution saving throw
against your Flourish DC. If it fails, it is reduced to 0 Hit
Points. If it succeeds, it takes 10d10 damage of a type your
attack would deal. Once you use this feature you cannot use it
again until you finish a long rest.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Retiarius Doubly Armed
The Retiarius are combatants that seek to emulate fisherfolk Starting at 3rd level when you choose this martial role, you
in garb and gear. Fighting with nets and tridents, they often are an expert at fighting with a weapon in each hand. You can
represent the common folk in arena games. They are use two-weapon fighting even when the one-handed weapons
favorites of the lower class, who love to see Retiarius you’re wielding aren’t light, and you can draw or stow two
overcome a heavily armed and armored combatants using one-handed weapons when you would normally be able to
equipment they might have in their own homes. draw or stow only one.
Netcaster Dextrous Parries
You have specialized training in utilizing nets in and out of Starting at 7th level, you gain a +1 bonus to AC so long as
combat. Starting at 3rd level when you choose this martial you’re wielding a separate melee weapon in each hand. In
role, given access to sufficient fibrous material, you can repair addition, whenever you are wielding separate melee weapons
a damaged net with 1hr of downtime, or create one during a in each hand and another creature hits you with a melee
long rest. attack, you can use your reaction to add your proficiency
In addition, the range for a thrown net for you is 10/30 bonus to your AC for that attack, potentially causing the
instead of the normal 5/15, and the base escape DC is 12 attack to miss you.
instead of 10. You can also add your Strength modifier to Vicious Bladework
attack rolls made with your net, rather than Dexterity, and Starting at level 10, you are just as deadly with your off-hand
can attack a creature within melee range without attacks as you are with your primary weapon. Whenever you
disadvantage. engage in Two-Weapon Fighting, you may add your ability
Ensnaring Fighter
modifier to the damage of the attacks you make using your
bonus action.
Starting at 7th level, you are particularly adept at combating
ensnared opponents. Whenever you restrain a creature Whirling Strikes
within 5ft of you with your net, or start your turn within 5ft of Starting at 15th level, whenever you use your bonus action to
a restrained creature, you can use your bonus action to make engage in Two-Weapon Fighting, you can make two attacks
a weapon attack against that creature. using your bonus action instead of one. These two attacks
Weighted Net must be made with two different melee weapons.
Starting at 10th level, you have learned how to make your Thraex
nets particularly heavy. Given access to adequate materials
and an hour of downtime, you can enlarge and weight a net to Versatile fighters and everymen, Thraex tend to be painted as
make it a more effective weapon. You can now restrain any the heroes of arena competitions. Their varied skills and
creature that is Huge or smaller, and the escape DC of your adaptability make them easy to root for, and their displays of
net is increased to 15. In addition, whenever your net hits a inventive fighting in the arena make them crowd favorites.
creature, it deals 1d6 + your Str modifier bludgeoning
damage to it. Additional Flourish
When you choose this martial role at 3rd level, your careful
Tripping Toss examination of your enemies has allowed you to understand
Starting at 15th level, whenever a creature within 10ft of you them better. You may choose an additional Flourish, ignoring
moves at least 1ft, you can use your reaction to toss your net subclass prerequisites. You learn another additional Flourish
at their feet. The targeted creature then makes a Dexterity with the same restrictions at 7th and 15th level. These
saving throw against your Flourish DC, and their speed goes Flourishes do not count toward your Flourishes Known.
to 0 and they fall prone on a failure. A creature that falls this
way becomes restrained by your net. Cunning Adaptability
If they succeed the saving throw, your net remains on the You have an unmatched ability to adapt to the fight around
ground where you threw it until you retrieve it. The 5ft square you. Starting at level 7, you can ignore difficult terrain when
area that your net occupies is considered difficult terrain, and you take the Move action during combat. In addition, you
any creature that attempts to cross over it must also make the cannot be surprised and, if your DM is using the optional
Dexterity saving throw or fall prone and be restrained. flanking rules, cannot be flanked in combat.
Dimachaerus Adaptive Expertise
At level 10, you have gained the ability to focus in on those
Deadly dual-wielding warriors, Dimachaeri are known for talents that would most benefit you in a given situation.
their artful and intimidating swordwork as they dance Whenever you complete a long rest, choose one of your skill
through a battlefield armed with a blade in each hand. Their Proficiencies. Until your next long rest, your Proficiency
showy combat displays and ability to take on multiple Bonus is doubled for any ability check you make that uses the
enemies at once make them crowd favorites. chosen Proficiency.
Masterful Bladework
At Level 15, whenever you use a Flourish when you take the
Attack action, you can use your bonus action to apply a
second flourish to that attack.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Secutus Impassable Defender
Heavily armed and armored, the Secutus is often pitted Starting at level 15, your defensive capabilities are
against other gladiators as an insurmountable obstacle for unmatched and allow you to stop enemies in their tracks.
them to overcome. They are best at patiently waiting for their Whenever an enemy moves at least 1ft within 10ft of you, you
enemies to tire and then lashing out for a finishing blow. can use your reaction to make a melee weapon attack against
Though they are often framed as the enemy in gladiatorial that creature. If your attack hits, the creature’s speed is
combat, many still adore them and get a thrill from seeing reduced to 0 until its next turn.
them defeat an upstart or overconfident combatant. In addition, you gain a +1 bonus to your AC when you are
wearing Heavy Armor.
Heavily Armored
Starting at level 3 when you choose this martial role, you are Flourishes
adept at fighting in armor. You gain proficiency in heavy Gladiators live for the thrill of the performance, and their
armor. audiences love to see them prevail in new and exciting ways.
Masterful Shieldwork The most successful Gladiators learn how to utilize
Starting at level 7, you have become a very skilled defender Flourishes, specialized maneuvers that allow them to do
with a shield. As long as you are holding a shield, you gain an more than just deal damage while in the ring. In fact, the true
additional +1 bonus to AC. measure of a Gladiator is in how well they can utilize these
stylish flairs -- a Gladiator who is simply a good fighter isn't
Staunch Defense going to put on a very good show!
Starting at level 10, if an effect would cause you to make a If a Flourish has prerequisites, you must meet them to
Dexterity saving throw, you may choose to make a Strength learn it. You can learn the Flourish at the same time that you
saving throw instead. meet its prerequisites. You can't learn a Flourish more than
once.
Artful Avoidance
While moving, you can use your bonus action to expend a
Flair Die and add the result to your AC. This effect ends once
you stop moving.
Blinding Strike
Prerequisite: Retiarius, 12th Level
You use your weapon to attempt to blind a creature. When
you hit a creature with a weapon attack that would deal
piercing damage, you can expend three Flair Die without
rolling them. The target then makes a Dexterity saving throw.
If they fail, they are Blinded. This effect lasts until the Blinded
creature recovers any number of hit points, or until the
affected creature uses its action to make a Constitution
saving throw against your Flourish DC and succeeds.
Called Shot
Prerequisite: 6th Level
You designate a specific weak point on a creature (eye,
underbelly, armor seam, etc) as the specific target for your
attack. When you make a weapon attack against a creature,
you may expend a Flair Die and subtract the result from your
attack roll. If your attack still hits, the attack deals additional
damage equal to twice the original result of the Flair Die. The
target then makes a Dexterity saving throw. If they fail, you
can choose up to one of the following additional effects:
The target’s speed is reduced by half.
The target makes melee weapon attacks with
disadvantage
The target sustains a wound that causes it to take 1d4
necrotic at the start of each of its turns.
These effects end if the target restores any number of hit
points, or if it uses its action to make a Constitution saving
throw against your Flourish DC and succeeds.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Constricting Tangle Goading Attack
Prerequisite: Retiarius When you hit a creature with a weapon attack, you can
Whenever a creature attempts to break free of your net, expend one flair die to attempt to goad the target into
you may use your reaction to expend a Flair Die and add the attacking you. You add the flair die to the attack's damage roll,
result to your net's escape DC. and the target must make a Wisdom saving throw. On a failed
save, the target has disadvantage on all attack rolls against
Dance of Blades targets other than you until the end of your next turn.
You can use your performative combat skills to give you an
edge in certain social situations. You may expend a Flair Die Heroic Charge
to add the result to a Performance or Intimidation skill check. Prerequisite: 6th Level
You can use this ability after rolling the d20, but must use it When you make a weapon attack roll on your first turn in
before knowing the outcome of the roll. combat, you may expend a Flair Die. If you do, an allied
creature within 30ft. of you that can see you gains temporary
Disarming Strike hit points equal to the result of the flair die roll. In addition,
You attempt to knock an item from your opponent’s grasp. the creature gains immunity to the Frightened condition until
When you hit a creature with a weapon attack, you can you next take damage.
expend a Flair Die. If you do, add the result of the roll to the
damage roll and the target must make a Dexterity Saving Hobbling Blow
Throw. If they fail, the weapon is knocked from their grasp Prerequisite: 12th Level
and lands at their feet. You attempt to lame an enemy with your strike. When you
hit a creature with a weapon attack, you can expend two Flair
Distracting Performance Die and add the result to your attack damage roll. Then, the
When you hit a creature with a weapon attack, you can damaged creature must make a Constitution saving throw or
expend a Flair Die and add the result to your attack damage fall prone. The creature’s speed is also reduced by half, and it
roll to distract the creature, giving your allies an opening. The cannot stand from prone unless it uses an action on its turn
next attack roll against the target has advantage if the attack to make another Constitution Saving Throw against your
is made before the start of your next turn. Flourish DC. This effect ends if the target regains any
number of hit points. Creatures without legs or which are
Enrapturing Attack immune to the prone condition are immune to this effect.
Prerequisite: 6th Level
You use your incredible martial prowess to astound those Menacing Attack
around you. When you hit with a weapon attack, you can When you hit a creature with a weapon attack using your
expend a Flair Die and add the result to your attack damage favored weapon, you can expend a Flair Die to attempt to
roll to force a creature within 30ft. of you that can see you to frighten the target. You add the flair die to the weapon
make a Wisdom saving throw. On a failure, that creature damage roll, and the target must make a Wisdom saving
becomes Charmed by you until the end of your next turn. throw. On a failed save, it is frightened of you until the end of
While charmed this way, the creature is incapacitated and its your next turn.
speed it reduced to 0.
Perilous Avoidance
Ensnaring Strike Prerequisite: Secutor
Prerequisite: Retiarius Using your reaction, you can expend a Flair Die and add
Whenever you take the attack action on your turn, you can the result to a Strength, Dexterity, or Constitution saving
expend a Flair Die to use one of your attacks to attempt to throw. You may use this ability after you make the initial roll,
tear an item (such as a held weapon, a shield, or an arcane but before you know the result.
focus) from an opponent’s grasp using your net. If the attack
hits, you and the target make contested Strength ability Quick Defense
checks, adding the result of your Flair Die to your roll. If you Prerequisite: Secutor
win the contest, you pull the item from their grasp. You can Using your reaction, you can expend a Flair Die to
remove the object from your net using your Use Object temporarily raise your AC by the result of the roll on the Flair
action. If you don’t, the net becomes an improvised weapon Die. Your AC returns to normal at the start of your next turn.
with a reach of 5ft which deals 1d6 + your Strength modifier
bludgeoning damage on a hit, and cannot be used to restrain Shield Bash
a creature until the item is removed. You are considered Prerequisite: Secutor
proficient with this improvised weapon. You use your shield to batter an enemy. When a creature
within 5ft. of you misses with a melee weapon attack, you
Flurry of Blades may use your reaction to expend a Flair Die. If you do, the
Prerequisite: Dimachaerus creature takes bludgeoning damage equal to the result of the
Whenever you hit a creature with a melee weapon attack roll, then makes a Strength saving throw. On a failed save, the
for the first time in a turn, you can expend a Flair Die to creature is knocked prone.
make an additional attack against the same target with your
off-handed weapon. If you hit, add the result of the Flair Die
to the attack’s damage roll.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Spinning Strike
Prerequisite: Dimachaerus Art Credit
Whenever you hit a creature with a melee weapon attack Cover: "Victorious" by Timothy Kong
for the first time in a turn, you may expend two Flair Dice. If Page 1: "Enthralling Victor" by Winona Nelson
you do, you deal damage of a type your weapon could deal to Page 3: "Gladiator" by Timothy Kong
each creature within 5ft of you equal to the combined result Page 5: "Gladiators!" by Tomek Larek
of the roll. Page 7: "gladitor" by Artem Khorchev

Stunning Display
Prerequisite: 12th Level
When you hit an enemy with a weapon attack, you can
expend two Flair Die and add the result to the damage roll. If
you do, each creature within 15ft who were allied with that
creature and can see you must make a Wisdom saving throw.
On a failure, a creature is stunned until its next turn in
combat.
Stylish Blow
When you hit a creature with a weapon attack, you may
expend a number of Flair Die up to half your Gladiator Level,
rounded up, and add the result to the damage dealt. The
damage is of the same type as another that the weapon could
deal.
Sweeping Blow
You take a dramatic, sweeping swing with your weapon that
damages nearby enemies. Whenever you hit a creature with a
weapon attack that deals slashing or bludgeoning damage,
you can expend a Flair Die to deal damage of the original
type equal to the result of the roll to up to two additional
creatures within 5ft of the original target.
Vicious Parry
Prerequisite: Dimachaerus
Whenever a creature within 5ft of you misses you with an
attack, you can use your reaction to expend a Flair Die and
make a melee weapon attack against that creature. If you hit,
add the result of your roll to the attack’s damage roll, and you
reduce the damage dealt to you by the result of the roll.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 
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