February 15, 2016


Martial Archetype
Comments from the Finger: This is another of those entries into what I consider Iconic archetypes. Nothing mind-boggling, but a good direction to send someone who's new to D&D, but wants something a little different for their character.


The violent showmen of bloodsport, and the avatars of slaughter, archetypal gladiators revel in battle. More than that, they transform killing into performance art. The crucible of fighting pits and coliseums produce gladiators in droves, but only the most merciless and popular survive to make their reputation and escape as free men. As such, free gladiators often have as much celebrity as they do a genuine love of brutality.

Appeal to Audience
At 3rd level, if there is a non-combative audience watching you fight, once per turn, you can gain a bonus to a melee attack roll equal to the number of people in the audience, up to a maximum of your Charisma modifier.

Brazen Defense 
At 3rd level, even if you fight with little armor, your panache in combat makes you challenging to hit. While unarmored, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier.

Bloody Renown
By 7th level, your reputation as a deadly combatant precedes you. You have advantage on Charisma (Intimidation) checks against humanoid creatures that have heard of your fighting prowess.

Robilar's Gambit 
At 10th level as a bonus action, you can enter a special fighting stance. Until the beginning of your next turn, each time a creature within your reach attacks you, it has advantage on its attack roll, but provokes an Opportunity Attack from you when it hits you, which you can make without expending a reaction.

Crowd Favorite
By 15th level, when you hit with a melee attack, you can add your Charisma modifier to your damage roll.

At 18th level, when you hit with a melee attack, you can deal maximum damage in addition to the damage roll. This attack ignores damage resistance. After using this ability, you must complete a short or long rest before using it again.

Sidebar: Gimmick 
Most successful gladiators perform in the coliseum with some kind of theme to boost crowd appeal. For example, you might wear furs to look like a werewolf, or you may fight with a showy but impractical exotic weapon. Whatever gimmick you choose, it's a vitally important part of your gladiatorial persona and should be reflected in your Personality Traits.


  1. Replies
    1. Also, I like the archetype. I've been following the blog for awhile and you guys make some awesome stuff.

    2. Twas my bad. Should be fixed now. Also, glad you like it!

  2. >Sidebar: Gimmick
    >you might wear furs to look like a werewolf

    I see what you did there, you magnificent sneak.

    1. I have a sickness. And the only cure is more Mountain Goats.

  3. Works perfectly for my Angelic "Gladiator": Zorb the Magnificent.
    Born in a cloud city and raised next to the Arena's, where only the best of the Angels had a chance to fight, Zorb was not the strongest of power, but the better the entertainer he was.

    Zorb is a 5e Lvl 3 Cluckromancer Sorcerer which i play in one-offs. He is built around charisma and strength. He has a magical trumpet with him at all times (from his racial background) that is his arcane focus, and he doesnt even realise that he uses spells around him, for him it is all just show. With a trident in hand, and a puppet dead chicken on his other, he uses Prestidigitation, Thaumaturgy, Enlarge, True Strike and the like, to "impose" a huge *cough* threat to the enemy party!

    Basically he has the dentist bling on his teeth whenever he smiles, comes in with the reveille (the trumpet sound) when he lands, has wings, and uses fireworks and the likes to act like he is some big shot gladiator. Meanwhile, he rests at 11 hp and 11 AC...

    1. Sounds like an interesting character!