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Gladiator

About this class

Gladiators live for the exhilaration, spectacle and glory of the fight. Blessed with style, charisma and flair, they support their allies by pulling enemy aggression away… And onto themselves. They represent a powerful front-line and are at their best taking the lead both socially and strategically.
A skilled Gladiator knows how to position themselves to command the most attention and revel in the spotlight whether they fight for fame, gold, or the satisfaction of saving others from harm, and looking good while they do it.

–Design Notes–

The Gladiator is designed as a way to fulfil the character fantasy of diving into the fight and surrounding yourself in a chaotic melee. This kind of playstyle in a primary damage-dealer would be an extremely difficult thing to balance, but a more utility approach focused on control of the battlefield rather than mowing down swathes of enemies allows flashy, aggressive play while still promoting teamwork and positioning.

Their defensive stats are quite high, and can become very high when used to the fullest, with the intention that this is balanced by the sheer number of rolls being made against them when surrounded by many adversaries. I have tried to keep their overall defensive capabilities (in terms of Class and Subclass Features) below that of the Guardian’s Unstoppable because access to the Grace Domain allows for more combat utility and up-close misdirection over the more damage-oriented Blade for Guardians, such as Invisibility, Enrapture and Words of Discord that can disrupt and create space and opportunities for others.

The Barker is most focused on controlling the battle through the positioning of both allies and adversaries, and actively protecting allies from danger. Their abilities trend towards moving targets around and discouraging ranged attacks so that enemies get in close, where the Gladiator shines.
The Prize-Fighter really leans into the fantasy of ‘outnumbered but still swinging’ with stronger offensive and defensive buffs while surrounded by enemies. These offensive buffs are prevented from becoming too strong by their Domains, Grace and Valor, not having a great deal of high-damage abilities that would be over-boosted.

I look forward to tuning the Class and Subclass Features with playtesting, and I hope you enjoy them!

Domains

Core domain
Grace
Core domain
Valor

Starting stats

Evasion
10
Hit points
7

Hope feature

You're Next
Spend 3 Hope to mark a target within Far range. When the target is defeated, allies within Very Close range of it gain a Hope. Or, if you landed the final blow, clear a Hit Point and immediately take the spotlight again regardless of the roll result.

Class features

  • Centre-Stage

    Once per Long Rest, you can take Centre-Stage and become the focus of nearby creatures. While Centre-Stage, gain the following benefits:
    - Adversaries within Very Close range of you make all rolls against targets other than you with Disadvantage.
    - The GM must spend a Fear in order for an adversary within Very Close range of you to move out of that range.
    - You gain Evasion equal to your tier.
    - You increase your thresholds by your level.

Class items

  • A single red rose
  • A pot of bronze oil

Character questions

Background prompts

  1. Your prowess has earned you a nickname; what is it?
  2. What battle or performance is your favourite to recount over the campfire?
  3. Who do you keep watch for in a crowd of on-lookers?

Connection prompts

  1. What mundane situation do I exaggerate into a life-or-death struggle in my stories?
  2. What plans of fame & fortune have we made together?
  3. How do we relax together after the excitement of battle?

Discussion

Be thoughtful and kind.

Remember to be respectful. Comments are moderated and should add to the discussion.