Advanced Dungeons & Dragons 2nd Edition Wiki
Advanced Dungeons & Dragons 2nd Edition Wiki
Advertisement
For other uses, see Gladiator (disambiguation).
Gladiator
Class Group: Warrior
Gladiator
Source: Dark Sun Boxed Set: Gladiator (DS)
Ability Score
Requirements:
Strength 13, Dexterity 12, Constitution 15
Prime Requisite: Strength
Allowed Races: All
Alignment Allowed: All
Gladiator
Level XP Needed Hit Dice
(d10)
THAC0 Attacks/Round Weapon
proficiency
slots total
Nonweapon
proficiency
slots total
1 0 1 20 1/round 4 3
2 2,250 2 19 1/round 4 3
3 4,500 3 18 1/round 5 4
4 9,000 4 17 1/round 5 4
5 18,000 5 16 1/round 5 4
6 36,000 6 15 1/round 6 5
7 75,000 7 14 3/2 rounds 6 5
8 150,000 8 13 3/2 rounds 6 5
9 300,000 9 12 3/2 rounds 7 6
10 600,000 9+3 11 3/2 rounds 7 6
11 900,000 9+6 10 3/2 rounds 7 6
12 1,200,000 9+9 9 3/2 rounds 8 7
13 1,500,000 9+12 8 2/round 8 7
14 1,800,000 9+15 7 2/round 8 7
15 2,100,000 9+18 6 2/round 9 8
16 2,400,000 9+21 5 2/round 9 8
17 2,700,000 9+24 4 2/round 9 8
18 3,000,000 9+27 3 2/round 10 9
19 3,300,000 9+30 2 2/round 10 9
20 3,600,000 9+33 1 2/round 10 9

Class Features[]

Hit Points[]

  • Hit Dice (levels 1-9): 1d10 + "HP Adjustment" (See Constitution table) per level
  • Hit Dice (levels 10+): +3 HP per level
  • Multi-Class/Dual-Class: HP acquisition is adjusted if Dual-Class
    • Multi-Class: No Multi-Class Gladiators are allowed.
    • Dual-Class: Allowed as per normal rules.

Magic[]

  • Cannot cast magical spells, but they can use magical items, including potions, protection scrolls, most rings, and all forms of enchanted armor, weapons, and shields.

Starting Equipment[]

  • Start with 5d4 × 10 gp to purchase starting equipment with. Can keep left over money.

Equipment[]

  • Armor: Can wear any armor.
  • Weapon: Can use any weapon.

Proficiencies[]

Non-Weapon Proficiencies[]

  • Starts at level 1 with 3 Nonweapon Proficiencies Slots
  • Gains a Non-Weapon Proficiency every multiple of 3 levels (level 3, 6, 9, 12, 15,18...)
  • Can chose a Nonweapon Proficiency at normal cost in the General and Warrior categories.
  • Can chose a Nonweapon Proficiency at +1 cost from any other category.

Weapon Proficiencies[]

  • Automatically proficient in all weapons, even those they have never used before.
  • Gains a Weapon Proficiency Slot every multiple of 3 levels (level 3, 6, 9, 12, 15, 18...)
  • Also can spend Weapon Slots on Fighting Styles, Weapon of Choice, or other things.

Player's Option: Combat & Tactics:

  • Attacks of opportunity: Gladiators can make three attacks of opportunity plus one per five levels.
  • Gladiators can also use Language Slots for Weapon Proficiency Slots
  • Fighting Styles: Single Weapon, Two-handed Weapon, Weapon and Shield, Two Weapon, Unarmed, Missile/Thrown Weapons

Weapon Specialization[]

  • Cost is 1 weapon slot
  • Can gain weapon specialization in multiple weapon-types.

Melee weapon specialists:

  • +1 bonus to attack rolls with that weapon
  • +2 bonus to damage rolls with that weapon
  • gains an extra attack once per two rounds (see table below)

Player's Handbook Bow and crossbow specialists:

  • Bow specialists do not gain any additional attacks per round.
  • Crossbow specialists have an increased rate of fire (see table below)
  • Gain an additional range category: point blank. At point-blank range, the character gains a +2 modifier on attack rolls.
    • Bow Point-blank: 6 to 30 feet.
    • Crossbow Point-blank: 6 to 60 feet.
    • If the Gladiator has an arrow nocked and drawn, or a bolt loaded and cocked, and their target in sight, they can fire at the beginning of the round before any initiative rolls are made.

Player's Option: Combat & Tactics Missile weapons specialist: (Combat & Tactics only)

  • +1 bonus to hit at any range (normal range penalties still apply)
  • Increased rate of fire (see table below)
  • If the chosen weapon can be used either for melee or as a missile weapon:
    • Gain the melee benefit described above when using the weapon for hand-to-hand combat
    • Gain the increased rate of fire for using the weapon for ranged attacks. (see table below)

Bow specialist: (replaces PHB version)

  • +1 bonus to hit at any range (normal range penalties still apply)
  • Increased rate of fire (see table below)
  • Gain an additional range category: point blank (30' or less)
    • At point-blank range gains a +2 to damage rolls.
  • Bow specialists can automatically fire first as a very fast action if they have their target covered.

Crossbow specialist: (replaces PHB version)

  • +1 bonus to hit at any range (normal range penalties still apply)
  • Increased rate of fire (see table below)
  • Gain an additional range category: point blank (60' or less)
    • At point-blank range gains a +2 to damage rolls.
  • Crossbow specialists can automatically fire first as a very fast action if they have their target covered.

Firearms specialist: (Combat & Tactics only)

  • +1 bonus to hit at any range (normal range penalties still apply)
  • Increased rate of fire (see table below)
  • 50% chance that a misfire is only a "miss" instead

Weapon Specialization Table[]

See Specialist Attacks Per Round for "PHB" and the "Combat & Tactics" version of the "Specialist Attacks Per Round" table.

Fighting Style Specialization (Player's Option: Combat & Tactics)[]

Gladiator know every fighting style, so can specialize in any number of fighting style at only costing 1 weapon slot each:

Unarmed Combat Expert[]

Receives 4 point modifier to punching and wrestling attack rolls, which can used as a plus or a minus to the attack roll after it is made.

The gladiator may consult PHB Table 58 while making this decision.

Optimised Armor[]

Starting from 5th level, gladiators learn to optimize their armor.

Provided the gladiator is wearing armor, their his armor class is reduced by one for every five levels (— 1 at 5th-9th level, - 2 at 10th-14th level, ~ 3 at 15-19th level, — 4 at 20th level).

This benefit does nothing for gladiators who aren't wearing armor.

Some magical items (like a ring of protection +2), do not count as armor while others (such as bracers of defense) do. the DM must rule on a case-by-case basis.

Strongholds & Followers[]

At 9th level, automatically attracts followers. The followers arrive in the same manner as for fighters. A gladiator's first unit will always consist of other gladiators who have come to study their fighting style and "learn from a true master."

Saving Throws[]

Gladiator Saving Throws

Attack to be Saved Against
Experience Level Paralyzation,
Poison, or
Death Magic
Rod, Staff,
or Wand
Petrification
or Polymorph*
Breath
Weapon**
Spell***
0 16 18 17 20 19
1-2 14 16 15 17 17
3-4 13 15 14 16 16
5-6 11 13 12 13 14
7-8 10 12 11 12 13
9-10 8 10 9 9 11
11-12 7 9 8 8 10
13-14 5 7 6 5 8
15-16 4 6 5 4 7
17+ 3 5 4 4 6
*Excluding polymorph wand attacks.
**Excluding those that cause petrification or polymorph.
***Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.

Level 1 Character[]

  • Starting HP: 1d10 HP
  • Starting funds: 5d4 × 10 gp
  • 3 Nonweapon Proficiencies Slots
  • 4 Weapon Proficiency Slots
  • Can use Language Slots from Intelligence for Nonweapon Proficiencies Slots
    • In Player's Option: Combat & Tactics, Gladiators can also use Language Slots for Weapon Proficiency Slots

Leveling up[]

At level up:

  • Roll 1d10 HP (unless level 10 or higher, then add 3 HP instead)
  • Improve THAC0 by one
  • Check "Gladiator Saving Throws" above to see if your saving throws change.
  • 1 Weapon Proficiency Slot gained at level 3, 6, 9, 12, 15, 18 (every multiple of 3)
  • 1 Nonweapon Proficiency Slot gained at level 3, 6, 9, 12, 15, 18 (every multiple of 3)
  • Improve the number of attacks per round at levels 7 & 13, if without Weapon Specialisation.
Advertisement