Path Of The Gladiator

Source: Roman
Author: Mandramas

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A gladiator was an armed combatant who entertained audiences in the Roman Republic and Roman Empire in violent confrontations with other gladiators, wild animals, and condemned criminals. Some gladiators were volunteers who risked their lives and their legal and social standing by appearing in the arena. Most were despised as slaves, schooled under harsh conditions, socially marginalized, and segregated even in death.
This subclass is used to represent the more aggressive and strong gladiators, that fights with brutality and power. You can use the subclass Way Of The Gladiator to represent gladiators that prefers finesse and speed.

Rage of the crowd

Starting when you choose this path at 3rd level, your rage is reinforced when you are in the arena, under the cheers of the crowd. While raging, if there are present at least three non-combatant bystanders, you can add your Charisma modifiers to your damage rolls with melee weapons.

Gladiator style

At 3rd level, when you adopt this path, you choose a gladiator style and gain its feature.
Hoplomacus: The hoplomacus is derived from the greek Hoplite combat style, focusing in defense. While raging, if you are carrying a shield, you have advantage in Constitution and Dexterity saving throws. If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
Murmillo: The Murmillo is a gladiator type inspired in the classic Legionary fighting style, based in quick and deadly gladius strikes. While raging, you can make a single melee weapon attack as a bonus action with a light weapon.
Thrax: The Thrax gladiators are descendants of the infamous Thracian warriors. They fight with a falx, a deadly curved knife (treat it as a scimitar). While raging, you gain a +2 bonus to attack rolls you make with light melee weapons.

Gladiator in arena consilium capit

Beginning at 6th level, you can motivate and inspire your wounded allies during a short rest. If you or any friendly creatures who can hear your performance spend one or more Hit Dice to regain hit points at the end of the short rest, each of those creatures regains an extra 2d6 hit points. Also, you and any friendly creature gains advantage in saving throws against being frightened until the next long or short rest.

Morituri te salutant

Starting with 10th level, anytime you roll initiative, you can make a Charisma(Performance) check. For every 5 points you get on the check, you gain a 1d8 Gladiator Inspiration die. You can keep just one die, and transfer the rest to any number of creatures within 60 feet of you who can hear you. A creature can have only one Gladiator Inspiration die at a time. Any remaining die is lost.
Once within the next 10 minutes, anyone with a Gladiator Inspiration die can roll it and add the number rolled to one damage roll, attack roll, or saving throw you make. The creature can wait until after it rolls the d20 before deciding to use the Gladiator Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Gladiator Inspiration die is rolled, it is lost.

Dum vivimus, vivamus

Starting 14th level, if you score a critical hit, you regain hit points equal to 10 + your Charisma modifier. You don’t gain this benefit if you have 0 hit points or if you have more than half of your hit points left.

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