Health Die. 1d12 Hit Points at 1st level. 12 + Constitution Ability Score Hit Points at Higher levels. 1d12 (or average roll, 8) + Con Mod per level after 1st. Mana Die. 1d10 Mana Points at 1st level. 4 + Intelligence Ability Score Mana Points at Higher levels. 1d4 (or average roll, 3) + Int Mod per level after 1st.
Proficiency
Skill Groups. AthleticsAthletics SkillAcrobatics (Dex), Climbing (Str), Endurance (Str), Jumping (Str), and Swimming (Str)., PerceptionPerceptionAppraisal (Int), Awareness (Int), Dungeoneering (Int), Investigation (Int), and Insight (Wis), and SocialSocialCulture (Int), Deception (Cha), Diplomacy (Cha), Insight (Wis) and Intimidation (Cha).. Defense. FortitudeFortitudeUsed to resist poisons, bodily ailments, and Combat Maneuvers. Determined by 10 + Strength or Constitution Modifier + Class Bonus. Offense. Three Weapon Types Spell Focus. Staves, Wands Armor. Light, Medium, Heavy, Shields
Spellcasting
The Gladiator learns 1 + Intelligence Modifier (minimum +1) spells at 1st level and learns an additional spell in the Gladiator Spell List every 4th Gladiator level gained.
Additional Fighting Styles
As the Gladiator gains levels they gain more martial understanding of their weapons. At 1st, 3rd, 6th, 9th, 12th, 15th, 18th, and 20th level the Gladiator picks one more Fighting Style from a proficient weapon of their choice.
Battle Cry
At 1st level, the Gladiator may use their Minor Action to let out a roar that instantly hypes a crowd and intimidates the opposition. For 1 minute the Gladiator increases their Critical Range by 1 and gains temporary HP equal to their Charisma Modifier at the beginning of each of their turns as long as Battle Cry is active. Enemies who are adjacent or within ReachReachThe weapon is long and may be used to make a melee attack up to 10 ft away from the user. range yield a penalty to all rolls equal to the Gladiator’s Charisma Modifier (minimum 1) until they leave their attack range.
Healing Factor
At 2nd level, the Gladiator is able to use their Minor Action to use one of their Health Die in combat in order to heal themselves.
Additional Attack
At 5th level Gladiator is able to attack multiple times in one turn. At 11th level they gain a third attack and at 17th level they gain a fourth attack.
Peaks, Valleys, and Mountains
At 7th level the Gladiator is able to take Attacks of Opportunity as a Reaction equal to their number of Second Attacks. The Gladiator may use Combat Maneuvers on their Attacks of Opportunity.
Advanced Weapon Maneuverability
At 10th level the Gladiator addstheir Charisma Mod to hit when using a Combat Maneuver.
Aether Strike
At 11th level, when the Gladiator makes a basic attack, they may choose to Aether Strike. Damage dealt with an Aether Strike restores Mana equal to half of the damage dealt.
Cutting the Bottom From Underneath
At 14th level, when the Gladiator uses their Reaction to make an Attack of Opportunity and they do not use a Combat Maneuver, the attack leaves the target DizziedDizziedThe target may only take one Action per turn and loses concentration on any spell they’ve Sustained. The target may not take Reactions, including Attacks of Opportunity. on hit.
Unstoppable
At 20th level the Gladiator uses their Minor Action to gain ResistanceResistanceThe creature takes half the damage of the attack if damage occurs. On a Condition Resistance the attacker must roll again on their attack to confirm the Condition, otherwise the target is unaffected. to all damage types, in addition to being unaffected by the effects of SleepingSleeping The target is rendered unconscious and helpless, unable to take actions and is also most likely Prone. or DyingDyingThe creature is in a completely unstable state and struggling to not pass out. The creature is making Death Saves in order not to die. for up to 1 minute. At the end of Unstoppable, if the Gladiator is suffering from a SleepingSleeping The target is rendered unconscious and helpless, unable to take actions and is also most likely Prone. or DyingDyingThe creature is in a completely unstable state and struggling to not pass out. The creature is making Death Saves in order not to die. state, they begin their turn in the affected state when Unstoppable ends.
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