Fighter
Base Class: Fighter

"Ave Caesar! Morituri te salutant!" 

"Hail Caesar! We Who Are about to Die Salute You!"

- Greeting given to Caesar by the criminals and war prisoners about to participate as gladiators for the first time.

Germani

From the lands north of the Danube, on the frontiers of Rome's claim to the greater part of Europe we come. Longobards, Quadi, Macromanni, a thousand tribes, a thousand kings, a thousand armies. Yet here sit I in a cell in a ludus waiting for another day of training under my doctore, my instructor. 

He says he'll shape me like clay, making me into a legendary Secutor - maybe someday he will. For now they fight me as I have been accustomed to fighting: in my armor with spear, sword, and shield. And I'm undefeated. Because he was a Secutor, he wants to relive the fading glory of the arena through me. That's not why I'm here.

They call me Germanicus though I know them to be much more creative, much more clever. It's as if they're dismissing me. From their lips it sounds like an insult, and it probably is.

But I have slain more than my fair share of their kind in their disgusting arena where the very air hangs still and smells of fish, blood, and human waste. It chokes me to tears and turns my gut. 

When I fight them it's with my sword, not my gut. Even this though is not my soul weapon, but a thing they call a spatha that's quite similar. It's a longsword by any measure. Many from my tribe picked them from the ripe bodies of dead Romans and they're a fine blade to be certain.

I don't know these people, but I cut them down when they come against me. The doctore says I should make it into more of a spectacle. It's death says I, not dancing nor singing nor drinking. It's not a fun day for living and laughing in the sunshine. It's a grim day for dying in that charnel house, that abattoir. 

I don't look to give these disgusting creatures joy. I only get the day done in hopes that the morrow will bring me closer to home, the chill air, the tall trees, the actual feeling that Wotan looks down on you. I only kill these men that I can live another day toward that goal. 

I am Germanicus the Germani, for today at least. Germanicus with 9 wins, no loses, no draws. And no fun. I keep getting reminded of that. The doctore tells me I can earn more coin by entertaining these monsters, that it will get me closer to my liberty. Yet I don't believe a thing these people tell me. They are the most corrupted creatures I've ever been associated with. As twisted and evil as the draugr, and I'll never wash their stink from my body.

It's alive on my flesh as I stand at the barred window of my cell, the westering sun calling the day's end. The truth? I'm good at killing, and I'm beginning to get comfortable playing their game. That worries me.

I actually had a little fun dispatching that last Murmillo, as quick as his head was to leave his body. I can't help that he was sloppy. They should give me appropriate game and I'll play it as such. 

I am Hrodgar, the Longobard, and one day they will know that name.

- Germani Armature 

The armature of the better equipped Longobards, the wealthier among them for example, is very basic. There is a cuirass of lamellar made of small iron plates stitched to a thick linen and leather tunic that covers the torso and shoulders. There is a belt at the waist and a scabbard worn on the belt.

In that scabbard is a longsword, a hildebill, much like any other longsword. Our Germani is equipped with a Roman longsword called a spatha. In the field, he would have a spear as well and the Romans have allowed him a hasta for the arena. The last piece, one from the homeland, is the scramseax, a very long, single-edged dagger used almost like a shortsword, or as a tool if needed.

The helm of a Longobard warrior is not so unique. Many in the army, those who can afford them, wear a version of the spangenhelm. It's basically a steel skull cap with a nose guard, but the Longobard type has Roman style cheek guards and a long horsehair plume coming from a peaked cap. The helm worn by Hrodgar has the addition of an aventail, an attachment of chain mail that protects the back of the neck.

He uses a medium-sized, round wooden shield with a bronze boss (umbo) at its center painted with a form of triskelion, red on yellow.

His clothes are linen, shirt dyed blood red and pants dyed tree bark brown, and he wears soft leather boots lined with fox fur. This is your typical Longobard foot soldier. Ours is just a little more wealthy than the rest.

- Cultural Identity

His armature and clothing tell us a lot anout his social rank. Definitely an arimann, or freeman, a citizen soldier and highly respected. Likely the owner of a sizeable plot of land with a few tenant farmers paying him rent. He ranks as a lesser noble with the Longobards. Were he elsewhere he might be a baron.

But he's no farmer. The Longobards are a warrior culture descended from steppe nomads. There is wanderlust in his blood and a taste for battle.

Note: The Longobards' warbands would eventually cross the Alps and invade the Italian peninsula, establishing a kingdom that would last for over two hundred years, 569 CE to 774 CE, a hundred years after Rome fell to Odoacer.

- Tactics

The Longobards are not known for cerebral fighting techniques. They are a hack, slash, and shield bash type of warrior who fights for leverage and first blood. 

Their soldiers are bigger and stronger by far than the average Roman Legionary. Scary enough like that, but they even have a bare modicum of discipline, making them a controlled force of destruction. They need superiority in numbers though, on the field of battle in order to win the day. The fact that these people are held to the other side of the Danube for as long as they have been attests to the military excellence of Rome at its peak. It also points to the intense segmentation and lack of strong, uniting leadership among the Suevi.

To fight a Longobard one on one, however, is a different matter than matching armies on the field. These Romans don't have their precious shield wall in the arena. No Legionary to their right and left. No archers, no second or third line of reserves. No general Publius Crassus to come in with the cavalry. It's funny that there is a Latin expression that says it best, "mano a mano," man to man.

A strike landed from a hacking longsword, battle axe, or a crushing blow from a warhammer in the hands of a Longobard arimann carries a momentum unmatched in Roman lands. And their tolerance for pain is without parallel.

The arimann would prefer to fight bare chested, and they are a lot to handle like that. Armored and with a shield, they are a nightmare. 

- In the Arena

 As you might expect, the Germani fighting style is very straightforward. The shield is used for leverage and moving your opponent where you want them. It's also used for bashing, of course. The umbo at the shield's center is for that purpose precisely.

The sword is long. This is no gladius. The spatha allows a taller fighter like a Germani to get over his opponent's shield with relative ease. And if they're focusing on where they believe your sword will end up, you can put it elsewhere while they're so distracted.

With brute strength like that possessed by our Longobard, there will also be openings for shield kicks, grappling, subduing, wrestling, and pugilism.

Note: Most of the thought put into gladiatorial subclasses has them going up against other gladiators. Or other humanoids at the very least. So there should be a meaningful session zero conversation with your DM about things like how maneuvers designed for humanoid opponents should play out against a dragon or displacer beast. You obviously couldn't pull off a shield kick against a fire giant.

- In the Game

The Germani, a fighter subclass, is much like the barbarian class in D&D. Like a barbarian with tactics that is. His style is aggressive to the point of suicidal at times, foolhardy in its boldness. He has berserker rage ability, but he's decidedly a sword and board fighter with tank-like AC and hit points. 

He has some limited use as a support member of the party, beginning the game with Animal Handling and Nature proficiencies. He also knows his way around an Herbalism Kit. If you accept this archetype at level 3, try to coordinate with your party members and see if there's a skill lacking in the party that you can take to help out.

The honest point is that this is a frontline slasher. It's not as basic as a Champion, for a beginner there might be a little learning curve, but the goal for a Germani is pretty straightforward - kill enemy, get loot.

Just remember that this is an iron age person who lives in a pretty civilized fashion. They should be role-played as such, rather than as a Neanderthalic caveman. He's no knuckle-drsgger.

Any species can play a Germani -  technically. It would not make any sense whatsoever to have them be a small species like dwarf, halfling, gnome, goblin, etc. The subclass is designed for a character of medium size. From elf to goliath. 

Note: You need to make a custom inventory entry called Germani Armor and you must equip your own shield. Make the cost 50 gp and the weight 20 lbs. Please read the restrictions on changes to arms and armor at the end of the Germani Arms and Armament feature. 

Germani Skills and Rage

- Germani Skills and Rage Ability 

At 3rd level, you have learned four fighting maneuvers and how to use your shield as an offhand weapon making bonus action attacks, while still gaining its boost to your armor class. Your attacks rolls have a better chance of scoring a critical hit. You also gain proficiencies and you begin to be able to go into your berserker rage state multiple times per long rest.

- Shield as Weapon

When you take this archetype at 3rd level, you gain the ability to use your shield as an offhand weapon that does 1d4 + STR modifier bludgeoning damage as a bonus action. You should retroactively take the two-weapon fighting style if you haven't already taken it. Otherwise you won't apply your STR modifiers to these attacks. This damage scales to 2d4 at 10th level.

- Proficiencies

You gain proficiency in Dexterity (Acrobatics), Strength (Athletics), Wisdom (Animal Handling), and Intelligence (Nature) as well as with an Herbalism Kit.

- Maneuvers 

You  four maneuvers from your days in the field with your warband as well as in your short time in the ludus and arena. If a maneuver forces a saving throw, it will scale with level as follows: DC 13 at 3rd level, DC 15 at 7th level, DC 17 at 10th level, DC 19 at 15th level, and DC 21 at 18th level. 

Shield Bash: A number of times per long rest equal to your STR modifier, you can perform a shield bash maneuver, raising your shield over your head and bringing it down into your opponent's head and face. The attack does 2d6 + STR modifier bludgeoning damage and if your opponent fails a DC 13 CON saving throw, they are stunned for one round. Damage scales on this attack as follows: 3d6 at 7th level, 4d6 at 10th level, 6d6 at 15th level, and 8d6 at 18th level. 

Great Cleave: A number of times per long rest equal to your STR modifier, you can make an attack cleaving down into your opponent's shield burying your sword in their shield and in their shoulder. The attack does 2d6 + STR modifier slashing damage which scales with level. This attack also reduces your opponent's Armor Class score by 1. Damage scales as follows: 3d6 at 7th level, 4d6 at 10th level, 6d6 at 15th level, and 8d6 at 18th level. Note: You and your DM can decide what happens with this maneuver relating to natural armor, quadrupeds, etc.

Shield Kick: A number of times per long rest equal to your STR modifier, you can open your shield wide and kick as hard as you can with your boot into your opponent's shield, sending them 5 feet backward and knocking them prone for one round. This attack does 1d4 + STR modifier bludgeoning damage that scales with level. Your opponent must make a DC 13 DEX saving throw or be knocked prone for one round. Level scale for damage is as follows: 2d4 at 7th level, 4d4 at 10th level, 6d4 at 15th level, and 8d4 at 18th level. 

Foot Stick: A number equal to your STR modifier per long rest, you can distract your opponent with your shield while stabbing downward at their feet. Attacking at -2 due to small target, if you land your strike, your opponent takes 2d6 piercing damage, that forces a DC 13 DEX saving throw which, if missed, hobbles your opponent. A hobbled opponent has a movement speed of 10 which can be doubled with a makeshitlft crutch. They also attack, roll skill checks, and roll saving throws at disadvantage until they've been healed to over half their hit point maximum.

- Improved Critical 

Starrting at 3rd level, you score critical hits on natural rolls of 19 or 20.

- Rage

Beginning at 3rd level, you gain access to a berserker rage ability. This feature can be used twice per long rest. That changes to 3 times at 7th level, 4 times at 10th level, 5 times at 15th level, and 6 times at 18th level. While in your rage:

  • You have resistance to bludgeoning, piercing, and slashing damage.
  • You have advantage on STR saving throws and ability checks.
  • You do additional damage with each successful attack. The damage starts at +2 and goes to +3 at 10th level and +4 at 15th level.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Germani Armor and Armament

- The Armor

The Germani has a distinctive armor and it has to be worn as is with some exceptions. The only items that can replace any element of the Germani Armor are magical equivalents that would have to be homebrew. The Germani wears a spangenhelm with cheek guards, a pointed iron cap with a horsehair plume, and an aventail on the back of their neck. Their armor is a cuirass of iron lamellar sewn into a leather and cloth base, iron bracers, and a round shield with a large metal boss (umbo). The fur-lined boots of the Germani come up high on the lower leg, almost to the knee and act as greaves to an extent.

You start out wearing this armor at 3rd level and have a base AC of 14 + shield and DEX modifier. This scales with level to an unarmored AC of 16 at 10th level, and 18 at 15th level. You get full DEX modifier with this armature.

- The Armament

The arms of the Germani are basic: a longsword, a spear, and a dagger. Throwing the spear before a charge is a common tactic, and it is also used behind a shield wall to fend off enemy charges and cavalry. The spear used by our Germani is a Roman hasta. The hildebill is the longsword used by the Germani but it's just a repurposed Roman spatha, or longsword. Lastly is the iconic Germanic scramaseax, a one edged knife used as a camp tool and weapon. The scramaseax is close to a short sword in length and you should use a shortsword stat block for it. Should you wish to throw down your shield and dual-wield your seax and spatha, you can. Just unequip your shield in your inventory.

Note: You must add a shield into your inventory to equip and unequip.

Restrictions: These items can only be replaced by like items in an apples to apples trade off. For example, any longsword can replace a spatha but not a scimitar. Where there is no Germani Armor, you can add magical items. A Belt of Hill Giant Strength, any amulets, gauntlets, cloaks, rings, etc. are fine, but no helm, or shield, or boots. 

Pommel Pugilism

- Pommel Pugilism

Starting at 7th level, you learn a maneuver where you punch your opponent in the face with the pommel of your sword as a bonus action. You can perform this maneuver a number of times equal to your STR modifier per long rest. On a successful hit, you do 1d6 + STR modifier bludgeoning damage. This number scales with level.

If the hit is successful, your opponent must make a DC 15 CON saving throw or be knocked prone and unconscious for 1d4 rounds. They can attempt the saving throw again at the beginning of each of their subsequent rounds until the effect wears off. 

Note: Though this is a bonus attack, it can't be done on the same turn as when you've used a feature maneuver as your action. 

Ludus and Arena Training

- Ludus and Arena Training

Your time in the ludus and the arena has given you a diet, exercise, and training regimen you've never had, along with true training on how to properly handle your sword, spear, and shield. You've always fought with brute strength and aggression, but that's changing. You're gaining a new respect for warfare and for the god forsaken Romans. You're fighting with elements of finesse and patience that haven't ever been a part of your life. Here are some benefits you've gained from your time in the ludus and the arena:

Bonuses

  • Your exercise regimen, throwing logs and stones, running, repeatedly picking heavy things up and putting them down, sparring all day, has granted you a +1 bonus to your STR score.
  • You've learned to much better anticipate your opponent's next move -  next two moves even. With this you've gained a +2 bonus to your initiative rolls.
  • All of the exercise you've been doing training and the time you've spent in the gymnasium have given you expertise in your Strength (Athletics) and Dexterity (Acrobatics) skills.
  • In the many hours you've spent hacking at a poor piece of wood called a palus, your accuracy is greatly improved and you're now able to apply a +2 bonus to all melee attacks rolls.
  • You're quicker now. That old meat and potato diet has been replaced by vegetables, beans, sometimes fish. You're leaner and move better than ever. You gain an additional 5 ft per round of movement speed.
  • Finally, learning to wrestle in the Roman style, and being darn good at it, has earned you the Grappler feat.

Support Skill

- Support Skill Expertise 

At 7th level, you gain expertise in a skill that will hopefully pay dividends down the road. If you're already a part of a party, see what skills aren't being covered yet and stake your claim on an area of knowledge. You gain an additional expertise at 15th level.

Bear in mind that these skills still work off of ability scores. Don't choose a skill that requires an ability score in which you're very deficient. 

Animal Handling

You have expertise in Animal Handling.

Arcana

You have expertise in Arcana.

Deception

You have expertise in Deception.

History

You have expertise in History.

Insight

You have expertise in Insight.

Intimidation

You have expertise in Intimidation.

Investigation

You have expertise in Investigation.

Medicine

You have expertise in Medicine.

Nature

You have expertise in Nature.

Perception

You have expertise in Perception.

Performance

You have expertise in Performance.

Persuasion

You have expertise in Persuasion.

Religion

You have expertise in Religion.

Survival

You have expertise in Survival.

Shield Rush

- Shield Rush

At 10th level, you learn a takedown maneuver where you go into your opponent with your shield, moving them back ten feet and making them go prone with you on top ready to put your sword into their ribs.

You must make an attack roll to see if the initial maneuver is right. If it succeeds, your opponent has to make a DC 17 STR or DEX saving throw, their choice, or go prone. If they fail, you also stab them in the ribs. You'll need to make another attack roll. If it fails, you deal a glancing blow to their ribs but they're still prone with you on top. If the attack is successful, you do 3d8 + STR modifier piercing damage. 

To get out from under you, they must make a DC 17 STR saving throw. If they fail, you have advantage in attacks on them and they have disadvantage in attacks on you. This can go on until they die, they make a saving throw, someone pushes you off with a DC 17 STR saving throw. You can use this maneuver 3 times per long rest but not on the same opponent twice.

The damage of this attack and the saving throw DC scale with level. Damage for this maneuver is 6d8 at 15th level and 10d8 at 18th level. 

- Improved Critical 

Beginning at 10th level, you score a critical hit on a natural roll of 18 -20.

- Improved Armor Class 

Your base unarmored Armor Class improves from 14 to 16.

- Ludus Training Regimen

Thanks to your ludus training program, you're quicker than ever and more steady. You get a +2 bonus on DEX saving throws and advantage on DEX ability checks.

Over Shield

- Over Shield

One of the things that impresses you about Romans is the amount of knowledge they have regarding the human body. There was once a physician to the gladiators named Galen, who led the charge to learn more to better heal. Well, it turns out it's helpful for better killing too. 

The Over Shield attack is what it says: you swing windmill style going over the top of your opponent's shield, sword point down, and drive it into their soft neck area. The blade goes in like nothing is trying to stop it, and it severs arteries, lungs, heart, sometimes spine. It's a gruesome thing to be certain. 

The attack roll for this maneuver is made at -5 to hit, but if you do hit your target they take 10d8 + STR modifier piercing damage unless they make a DC 19 DEX saving throw. If they succeed, damage is halved and no other effects occur. If they fail, they take full damage and bleed 4d8 HP each subsequent round unless someone casts Heal or Mass Heal on them. They must be restored to at least half of their HP maximum or the bleeding won't stop. Another Heal spell would be needed, and so on. 

After taking full impact from this maneuver, everything your opponent does is at disadvantage. They struggle, but can't even lift their sword arm. The DC of this maneuver goes to 21 at 18th level and the damage dice go to 14d8 + STR modifier. 

This maneuver can be attempted 3 times per long rest but not on the same opponent twice.

- Improved Critical 

You now score a critical hit on a roll of 17-20.

- Improved Armor Class 

Your base armor class improves to 18 + DEX bonus. 

- Intimidation 

You gain twice proficiency in the Intimidation skill. 

- Ludus Training

You are in the best physical shape you  have ever been in thanks to your strict diet and brutal exercise routine. You gain a +1 bonus to your CON score, have advantage on CON ability checks, and gain a +2 bonus to CON saving throws. 

The Kill

- The Kill

At 18th level, you've learned the ultimate killing maneuver. The timing and coordination must be perfect, so the attack is made at -5 to hit. You go down on one knee and bring your sword up under your opponent's shield and into their groin and guts.

They must make a DC 21 DEX saving throw to only take 12d8 + STR modifier piercing damage. If they fail the saving throw, they immediately drop to zero hit points and die. This maneuver can be attempted once per long rest. 

- Damage Resistance 

At 18th level, you have permanent resistance to non-magical bludgeoning, piercing, and slashing damage. 

- Ability Score Increase

You may put a +1 bonus on one of your ability scores that isn't already 20.

Charisma

Raise your Charisma score by 1.

Constitution

Raise your Constitution score by 1.

Dexterity

Raise your Dexterity score by 1.

Intelligence

Raise your Intelligence score by 1.

Strength

Raise your Strength score by 1.

Wisdom

Raise your Wisdom score by 1.

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