Base Class: Fighter
In Thay, gladiators are renowned not only for their fierce combat skills but also for their complex role within society. Often raised from a young age in the brutal arenas of Bezantur and Eltabbar, these warriors are trained in a variety of weapon styles, from the graceful dexterity of dual-wielded scimitars to the brute power of the greatsword. Thayan gladiators excel in tactical combat, employing agility, strength, and psychological warfare to thrill audiences and earn their freedom or prestige. Their skill with weapons and magic alike reflects the pervasive arcane influence in Thayan culture, with many gladiators proficient in minor spells or alchemical tricks to give them an edge in the ring.
The most famous Thayan gladiators have become legends, their stories woven into Thayan lore. One such warrior, Drakkas "The Crimson Storm," rose from the slave pits to become an undefeated champion, known for his unmatched speed and ruthless efficiency. Armed with a serrated whip and a pair of enchanted daggers, Drakkas was celebrated for taking down foes twice his size, often finishing bouts with a devastating flourish. Another renowned figure, Zarida "The Iron Shadow," earned her title by blending stealth and strength. Famous for her brutal ambush tactics and mastery of polearms, Zarida earned both fear and admiration, rumored to have taken on entire squads of enemies in the blood-soaked arena.
These gladiators' lives are harsh and often short, but those who survive long enough can sometimes attain limited freedom or positions of respect within Thay’s society, even serving as enforcers or champions for powerful Red Wizards. In Thayan culture, to be a gladiator is to constantly straddle the line between life and death, making every victory all the more electrifying.
Showmans Edge
Your experience on the fighting pits has honed your instincts. You learn tricks of the trade that are fuelled by special dice called Adrenaline Dice.
Tricks of the Trade. You learn three tricks of your choice. Many tricks enhance an attack in some way. You can use only one tricks per attack.
You learn two additional tricks of your choice when you reach Fighter levels 7, 10, and 15. Each time you learn new tricks, you can also replace one trick you know with a different one.
Adrenaline Dice. You have five Adrenaline Dice, which are d6s. An Adrenaline Die is expended when you use it. You regain all expended Adrenaline Dice when you finish a Short or Long Rest.
You gain an additional Adrenaline Die when you reach Fighter levels 7 (seven dice total) and 15 (eight dice total).
When using a Trick of the trade you can exchange the damage value of the expended Adrenaline die to bypass an enemy's resistance to Bludgeoning, Slashing or Piercing damage
Saving Throws. If a trick requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier (your choice) and Proficiency Bonus.
Arena Showman
You gain proficiency with any Fighter Skill, and you gain proficiency in Performance
Unbloodied, Unbroken, Glorious in victory
You gain +1 to Armor Class while not wearing heavy armor. You gain an additional +1 to Armor Class while wielding a finesse weapon and not wielding a shield.
Once per round, when you score a critical hit or drop a creature to 0 hit points while a non-hostile creature is present, you gain one Adrenaline die.
Superior Showman's edge
Your Adrenaline Die becomes a d8.
Limitless Ferocity
Once per turn, when you use a maneuver, you can roll 1d8 and use the number rolled instead of expending an Adrenaline Die.
Apex Showman's Edge
Your Superiority Die becomes a d12.
Tricks of the Trade Options
The tricks are presented here in alphabetical order.
Are you not entertained?
When you make a Charisma (Intimidation, Performance, or Persuasion) check, you can expend one Adrenaline Die and add that die to the roll. (if already proficient or expert in Performance you add your proficiency bonus to the roll a second time).
Arena Pounce
As a Bonus Action, you can expend one Adrenaline Die and take the Dash action. If you move at least 5 feet in a straight line immediately before hitting with a melee attack as part of the Attack action on this turn, you can add the Adrenaline Die to the attack’s hit or damage roll.
Bloodsport Fury
When you hit a creature with an attack roll, you can expend one Adrenaline Die to attempt to frighten the target. Add the Adrenaline Die to the attack’s damage roll. The target must succeed on a Wisdom saving throw or have the Frightened condition until the end of your next turn.
Bullseye Blow
When you miss with an attack roll, you can expend one Adrenaline Die, roll that die, and add it to the attack roll, potentially causing the attack to hit.
Crimson veil
When you hit a creature with an attack roll, you can expend one Adrenaline Die and add the die to the attack’s damage roll. The creature's must succeed in a Con save or be Blinded until the end of its next turn.
Dance of the Arena
As a Bonus Action, you can expend one Adrenaline Die and take the Disengage action. You also roll the die and add the number rolled to your AC until the start of your next turn.
Deceiver’s Jab
As a Bonus Action, you can expend one Adrenaline Die to feint, choosing one creature within weapon reach of yourself as your target. You have Advantage on your next attack roll against that target this turn. If that attack hits, add the Adrenaline Die to the attack’s damage roll.
Gladiator’s Gambit
When you take the Attack action on your turn, you can replace one of your attacks to direct one of your companions to strike. When you do so, choose a willing creature who can see or hear you and expend one Adrenaline Die. That creature can immediately use its Reaction to make one attack with a weapon or an Unarmed Strike, gaining advantage on the attack roll
Just One More Round
As a Bonus Action, you can expend one Adrenaline Die to bolster the resolve of a companion. Choose an ally of yours within 30 feet of yourself who can see or hear you. That creature gains Temporary Hit Points equal to the Adrenaline Die roll plus half your Fighter level (round down).
Merely a flesh wound
When another creature damages you with a melee attack roll, you can take a Reaction and expend one Adrenaline Die to reduce the damage by the number you roll on your Weapon Damage Die plus your Adrenaline Die.
Overpower
When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Adrenaline Die and add the die to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or have the Prone condition.
Pit Master's Command
When you hit a creature with an attack roll, you can expend one Adrenaline Die to maneuver one of your comrades into another position. Add the Adrenaline Die roll to the attack’s damage roll, and choose a willing creature who can see or hear you. That creature can use its Reaction to move up to half its Speed without provoking an Opportunity Attack from the target of your attack.
Stage Stealer
When you’re within 5 feet of a creature on your turn, you can expend one Adrenaline Die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and doesn’t have the Incapacitated condition. This movement doesn’t provoke Opportunity Attacks.
Unwilling creatures must pass a Wisdom save to prevent your attempt at switching places with them.
Roll the Adrenaline Die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
"a dramatic maneuver where the gladiator skillfully swaps places with an ally or distracts the opponent, drawing all attention to themselves in a way that’s as strategic as it is theatrical."
Taunting Blow
When you hit a creature with an attack roll, you can expend one Adrenaline Die to attempt to goad the target into attacking you. Add the Adrenaline Die to the attack’s damage roll. The target must succeed on a Wisdom saving throw or have Disadvantage on attack rolls against targets other than you until the end of your next turn.
Titan's Rebuff
When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Adrenaline Die to attempt to drive the target back. Add the Adrenaline Die to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet directly away from you. You may sacrifice the damage bonus of the Adrenaline Die to add its result to the difficulty of the Str. saving throw, or the push distance instead
Vengeful Counter
When a creature hits you with a melee attack roll, you can take a Reaction and expend one Adrenaline Die to make a melee attack roll with a weapon or an Unarmed Strike against the creature. If you hit, add the Adrenaline Die to the attack’s damage.
"Varnus felt the blade pierce his flesh, unperturbed he pulled himself upon the blade, using the opportunity to get close to his opponent and deliver the coup de grace"
Weapon Breaker
When you hit a creature with an attack roll, you can expend one Adrenaline Die to attempt to disarm the target. Add the Adrenaline Die roll to the attack’s damage roll. The target must succeed on a Strength saving throw or drop one object of your choice that it’s holding, with the object landing in its space. On a Critical Hit you can choose to destroy the opponent's weapon (magical weapons are rendered inert for the remains of the combat instead of destroyed)
With a swift, calculating motion, the gladiator sidesteps his opponent’s strike, his eyes gleaming with ruthless intent. He twists his weapon under his opponent’s arm, hooking it with practiced precision. With a sharp jerk, he yanks the weapon free from his foe's grasp, sending it clattering across the sand.
Previous Versions
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11/7/2024 11:40:01 PM
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11/8/2024 12:14:55 AM
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11/9/2024 5:46:43 PM
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11/12/2024 3:24:46 PM
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