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Clasew /
Gladiator
Health Die: d10 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:
Creating a GladiatorExample 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.
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 |