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
Grace
Valor
Starting stats
Hope feature
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
- Your prowess has earned you a nickname; what is it?
- What battle or performance is your favourite to recount over the campfire?
- Who do you keep watch for in a crowd of on-lookers?
Connection prompts
- What mundane situation do I exaggerate into a life-or-death struggle in my stories?
- What plans of fame & fortune have we made together?
- How do we relax together after the excitement of battle?
Subclass cards
Printable via header menu
Barker
Foundation
SPELLCAST TRAIT: Presence
Voice of Command: Once each per scene, you can use your powerful voice to do the following:
Call out to a target within Far range. They can immediately move to your side unless their path is blocked, and they do not trigger any Adversary Features along the way.
Perform a terrifying battle-cry, forcing all adversaries within Very Close range to move in a direction of your choice up to Close range. You cannot choose their exact location.
Barker
Specialization
Scathing Shout: When a ranged attack targets you or an ally within Very Close range, you can spend a Hope to yell a distracting remark. If you do, the incoming attack roll has Disadvantage.
Shake It Off: Once per rest, when you would mark a Stress, you can instead spend a Hope. If you do, the GM also loses a Fear.
Barker
Mastery
Are you not entertained?!: When an adversary within Very Close range is defeated, spend a Hope to make a Presence Roll. If you were the one to defeat the adversary, this roll has Advantage. All adversaries within Very Close range of you that this roll succeeds against become temporarily Restrained and Vulnerable.
Prize-Fighter
Foundation
SPELLCAST TRAIT: Presence
Bring it on!: Your damage rolls gain +1 per Adversary within Very Close range, to a maximum of +4. Whenever you deal Severe damage, clear a Hit Point.
Centre of Attention: Rolls for allied abilities targeting you gain +1, or +2 if you are surrounded by at least 3 Adversaries within Melee range.
Prize-Fighter
Specialization
Come one, come all!: When surrounded by 3 or more Adversaries within Melee range, increase your Evasion by 1 and your Thresholds by 1 per Adversary within Melee range, stacking with Centre-Stage.
Fan Club: You have amassed a following that recognises you in any significant settlement. Rolls to impress, persuade and negotiate with anybody who knows your reputation have Advantage.
Prize-Fighter
Mastery
Battle Momentum: When you defeat an Adversary within Very Close range, target up to 2 Adversaries within Very Close range and roll a d6 for each. On a result of 6, they mark 2 Hit Points. Otherwise, they mark 1 Hit Point.
Gladiator
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
Grace + Valor
Starting Evasion
10
Starting Hit Points
7
Class Items
- • A single red rose
- • A pot of bronze oil
Gladiator’s 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.
Gladiator Subclasses
Choose either the Barker or Prize-Fighter subclass.
Barker
Control the flow of battle with hearty battle-cries.
Spellcast Trait
Presence
Foundation Features
Voice of Command: Once each per scene, you can use your powerful voice to do the following:
Call out to a target within Far range. They can immediately move to your side unless their path is blocked, and they do not trigger any Adversary Features along the way.
Perform a terrifying battle-cry, forcing all adversaries within Very Close range to move in a direction of your choice up to Close range. You cannot choose their exact location.
Specialization Feature
Scathing Shout: When a ranged attack targets you or an ally within Very Close range, you can spend a Hope to yell a distracting remark. If you do, the incoming attack roll has Disadvantage.
Shake It Off: Once per rest, when you would mark a Stress, you can instead spend a Hope. If you do, the GM also loses a Fear.
Mastery Feature
Are you not entertained?!: When an adversary within Very Close range is defeated, spend a Hope to make a Presence Roll. If you were the one to defeat the adversary, this roll has Advantage. All adversaries within Very Close range of you that this roll succeeds against become temporarily Restrained and Vulnerable.
Prize-Fighter
Demonstrate your prowess against many enemies at once.
Spellcast Trait
Presence
Foundation Features
Bring it on!: Your damage rolls gain +1 per Adversary within Very Close range, to a maximum of +4. Whenever you deal Severe damage, clear a Hit Point.
Centre of Attention: Rolls for allied abilities targeting you gain +1, or +2 if you are surrounded by at least 3 Adversaries within Melee range.
Specialization Feature
Come one, come all!: When surrounded by 3 or more Adversaries within Melee range, increase your Evasion by 1 and your Thresholds by 1 per Adversary within Melee range, stacking with Centre-Stage.
Fan Club: You have amassed a following that recognises you in any significant settlement. Rolls to impress, persuade and negotiate with anybody who knows your reputation have Advantage.
Mastery Feature
Battle Momentum: When you defeat an Adversary within Very Close range, target up to 2 Adversaries within Very Close range and roll a d6 for each. On a result of 6, they mark 2 Hit Points. Otherwise, they mark 1 Hit Point.
Background Questions
Answer any of the following, or create your own.
- • Your prowess has earned you a nickname; what is it?
- • What battle or performance is your favourite to recount over the campfire?
- • Who do you keep watch for in a crowd of on-lookers?
Connections
Ask one of the following, or improvise.
- • What mundane situation do I exaggerate into a life-or-death struggle in my stories?
- • What plans of fame & fortune have we made together?
- • 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.