Gladiators battle for the entertainment of raucous crowds. Some gladiators are brutal pit fighters who treat each match as a life-or-death struggle, while others are professional duelists who command huge fees but rarely fight to the death.
: The gladiator has advantage
on saving throws against being frightened
: A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).
: The gladiator makes three melee attacks or two ranged attacks.Spear
: Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing
damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.Shield Bash
: Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone
: The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.