- For other uses, see Gladiator (disambiguation).
Warrior Group |
---|
Core |
Fighter · Paladin · Ranger |
Other |
Barbarian · Gladiator Berserker · Runecaster |
Class Group: | Warrior | |
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 |
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:
- Weapon and Shield Style
- One-handed Weapon Style
- Two-handed Weapon Style
- Two-Weapon Style
- Missile or Thrown Weapon Style
- Local Fighting Styles
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[]
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.