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Gladiator

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LevelProf. BonusSpecialTechniquesFP
1+2Combat Style, Weapon Mastery33
2+2Inspiring Surge (1d6)47
3+2[School]410
4+2ASI514
5+3Extra Attack, Style Feature517
6+3School Feature621
7+3ASI, Weapon Mastery624
8+3Inspiring Surge (1d8)728
9+4Combat Style, School Feature731
10+4ASI835
11+4Weapon Mastery, Extra Attack (2)838
12+4Style Feature842
13+5ASI945
14+5School Feature949
15+5Weapon Mastery952
16+5ASI, Inspiring Surge (1d10)1056
17+6Extra Attack (3)1059
18+6Style Feature1063
19+6ASI, Weapon Mastery1166
20+6[Capstone]1170

Health Die: d10
Spell Die: d6

Hit points at 1st level: 10 + Constitution score
Hit points each level beyond 1st: 6 + constitution modifier

Proficiencies:

Armor: Unarmored Defense (Intelligence or Charisma; see Combat Styles), Light, Medium, Shields
Weapons: Four weapon groups of choice
Saving Throws: Strength, Dexterity
Skills: Choose three from Acrobatics, Athletics, Culture, Deception, Insight, Perception, Performance, or Stealth.
Tools: none

Starting Equipment:

  • menu A
  • menu B
  • menu C
  • general gear

Creating a Gladiator

Example Build:


Combat Styles You choose to use Intelligence or Charisma as your key gladiator ability score. Once made, this choice cannot be changed without significant retraining. The chosen ability is what is used for your unarmored defense, as well as other abilities you gain that refer to your key gladiator ability score.

  • If you choose Intelligence: You gain proficiency in three skills or tools (any combination) of your choice. The skills must be intelligence or wisdom based.
    • At 5th, you may use intelligence in place of dexterity when attacking with finesse weapons. You may also use inspiring surge as a reaction to gain a bonus to AC instead of attack and damage (you still gain the temporary hit points or healing as normal).
    • At 9th,
    • At 12th,
    • At 18th,
  • If you choose Charisma: You gain proficiency in persuasion and intimidation (or another skill of your choice if you were already proficient from your background or blood pact), and expertise in a charisma-based skill of your choice that you are already proficient in.
    • At 5th, when using inspiring surge, you may add your charisma modifier to the temporary hit points gained and to the amount healed when below half your maximum hit points.
    • At 9th,
    • At 12th,
    • At 18th,

Inspiring Surge You have a pool of inner reserves, allowing you to strike a fearsome blow and recover morale in the same fell swoop. When you make an attack with a weapon or unarmed strike, you may spend an inspiring surge to roll a d6, gaining the result as a bonus to your attack and damage roll for that attack, and you gain temporary hit points equal to the result plus your proficiency bonus.

If your health is below half its maximum, you may roll inspiring surge twice and take the better result, and instead of gaining temporary hit points, you heal hit points equal to twice the result of inspiring surge.
You may also spend inspiring surge as a swift action to heal the amount rolled plus your level.

You may use inspiring surge a number of times equal to your proficiency bonus, and recover all expended uses on completing a short rest.

Extra Attack


Gladiator Schools

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Page last modified on December 05, 2025, at 08:47 AM