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Gladiator Class Details

“Morituri te salutant.”


Health and Mana

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. Athletics, Perception, and Social.
Defense. Fortitude
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 Reach 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 adds their 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 Dizzied on hit.


Unstoppable

At 20th level the Gladiator uses their Minor Action to gain Resistance to all damage types, in addition to being unaffected by the effects of Sleeping or Dying for up to 1 minute. At the end of Unstoppable, if the Gladiator is suffering from a Sleeping or Dying state, they begin their turn in the affected state when Unstoppable ends.


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