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.
Brave: The
Gladiator has advantage on
Saving Throws against being
Frightened.
Brute: A melee weapon deals one extra die of its damage when the
Gladiator hits with it (included in the attack).
Multiattack: 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.
Parry: 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.