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MARTIAL ARCHETYPE

GLADIATOR
A Martial Archetype for the Fighter Class
v1.0

by miguel angel espinoza

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All other original material in this work is copyright [2016] by Miguel Angel Espinoza and published under the Community Content
Agreement for Dungeon Masters Guild.
Gladiator You can only have one confidence die and one
intimidation die at a time. At 10th level, your
Fighters who follow the gladiator archetype confidence and intimidation dice turns to d10s.
especialize in the bloody sport of entertaining a And at 18th level, they turn into d12s.
crowd of spectators.
They live for the glory of combat, the roar of Dirty Fighting
the crowd, and the fear in their opponents eyes. At 10th level, you’ve mastered dirty tricks and
Theirs is a brutal life, but if they live up to the cheats to make the best out of your strikes. Once
task, their names and victories will be the stuff of on each of your turns when you hit a creature
legend! with a melee attack, you can use your bonus
“Ave, Imperator, morituri te salutant!” action to impose one of the following effects on
that target:
Pit Fighter
When you choose this archetype at 3rd level, you  It must succeed on a Dexterity saving throw or
gain advantage in any grapple check you make. be knocked prone.
Also, whenever an enemy tries to grapple you  It must make a Strength saving throw. If it fails,
and fails, you can use your reaction to try and you can push it up to 15 feet away from you.
grapple the attacking creature back—make new  It can’t take reactions until the end of your next
rolls for this attempt. turn.
Additionally, you are well trained in fighting The saving throw DC for your Dirty Fighting
with your bare hands, your unarmed strikes use a effects is 8 + your proficiency bonus + your
d4 for damage. At 10th level, this dice turns into Strength or Dexterity modifier (your choice).
d6. And at 18th level, it turns into d8.
Uncanny Dodge
Bloody Entertainer Starting at 15th level, when an attacker that you
Starting at 7th level, you gain proficiency in the can see hits you with an attack, you can use your
Performance and Intimidation skills. reaction to halve the attack’s damage against you.
In addition, you can try to sway the crowds or
distress a foe with flourishes, trash-talking and Death and Glory
fancy moves. You gain the following features. When you reach 18th level, whenever you’re
Roar of the Crowd. As a bonus action, you can close to death you get an adrenaline rush, excited
make a Charisma (Performance) check, the DC is to go out of this world in the most glorious way!
determined by the DM according to the mood of Whenever you’re down to one quarter of your
the crowd: 10 if the crowd loves you, 15 if the maximum hit points (rounded down), you get
crowd is neutral, and 20 if the crowd is hostile advantage in every attack roll you make. This
towards you. If you succeed in the check, you get strenuous feat of combat causes your wounds to
a d8 confidence die. When you make an attack bleed, you take 1d4 necrotic damage at the end of
roll against a creature, you can expend one each of your turns in which you used the attack
confidence die to add it to the roll. You can use action.
this die before or after making the attack roll, but
before any effects of the attack are applied.
Shrug off the Wimp. As a bonus action choose
a target enemy, you then make a Charisma
(Intimidation) check contested by the target
Wisdom (Insight) check. If your check succeeds,
you get a d8 intimidation die. When the target
enemy damages you with a melee attack, you can
use your reaction to expend your intimidation
die and shrug off some of the damage, reducing it
by the number you roll on your intimidation die
+ your Constitution modifier.

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