One of the opportunities I give my players during their "Off Time", is the gladiatorum. Rules are simple; Ranking fights are fought 1v1, supplied with coliseum equipment. [All simple and martial weapons, shields; light, medium and heavy armors are available]. No items, nor outside influence, and no magic may be used during the fights. Because the fights are not "To-the-Death" this event can become a recurring challenge for my players. The Champion title may be held indefinitely, as I intend for the current champion to be able to defeat any of my lvl 8 players in a 1v1 match.
This arena will give an extent of "Renowned" to the players for advancing in the ranks, as well as a gold/item reward. The challenge for me is creating a combatant that will seem defeatable but, (hopefully) come out on top. I want the players to be able to return, with the intent of achieving higher ranks within the coliseum. (Underground fights are fought to the death and the players are dissuaded at first from participating).
I currently use Champion from Volo's Guide To Monsters as a base, with a number of homebrew additions. Though there are a number of "Event Fights", the main attraction would be the fight for the "Champion" Title.
My champion has these additional bonuses:
-- Features --
Crowd Favorite: The champion has +3 to its initiative rolls, +1 bonus to its AC, and it cannot be surprised, when inside the coliseum.
Unscathed: The champion has advantage on its first attack and can use Parry and Quick Parry each turn, as long as it has full hit points.
Quick Draw: If the champion moves 20ft closer to, or away from a creature, the champion may use its bonus action to attack with its shortbow. The attack cannot benefit from the extra 2d6 piercing damage bonus.
-- Reactions --
Parry: The champion 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. The gladiator can only parry if it has full hit points, or has less that half of its total hit points remaining.
Quick Parry: If the champion has full hit points and has successfully avoided damage using Parry; the champion may use Parry once more before its next turn.
Opportunity Trick: The gladiator attempts to attack with both its shortbow and its greatsword as an opportunity attack. First, the gladiator performs its shortbow attack, with disadvantage. Unless the shortbow hits, the champion must also make the greatsword attack with disadvantage.
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Don't want the champion to be too strong, but don't want it to lose (yet).
Any suggestions on how to keep it an interesting, yet not so 1-sided fight?
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One of the opportunities I give my players during their "Off Time", is the gladiatorum. Rules are simple; Ranking fights are fought 1v1, supplied with coliseum equipment. [All simple and martial weapons, shields; light, medium and heavy armors are available]. No items, nor outside influence, and no magic may be used during the fights. Because the fights are not "To-the-Death" this event can become a recurring challenge for my players. The Champion title may be held indefinitely, as I intend for the current champion to be able to defeat any of my lvl 8 players in a 1v1 match.
This arena will give an extent of "Renowned" to the players for advancing in the ranks, as well as a gold/item reward. The challenge for me is creating a combatant that will seem defeatable but, (hopefully) come out on top. I want the players to be able to return, with the intent of achieving higher ranks within the coliseum. (Underground fights are fought to the death and the players are dissuaded at first from participating).
I currently use Champion from Volo's Guide To Monsters as a base, with a number of homebrew additions. Though there are a number of "Event Fights", the main attraction would be the fight for the "Champion" Title.
My champion has these additional bonuses:
-- Features --
Crowd Favorite: The champion has +3 to its initiative rolls, +1 bonus to its AC, and it cannot be surprised, when inside the coliseum.
Unscathed: The champion has advantage on its first attack and can use Parry and Quick Parry each turn, as long as it has full hit points.
Quick Draw: If the champion moves 20ft closer to, or away from a creature, the champion may use its bonus action to attack with its shortbow. The attack cannot benefit from the extra 2d6 piercing damage bonus.
-- Reactions --
Parry: The champion 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. The gladiator can only parry if it has full hit points, or has less that half of its total hit points remaining.
Quick Parry: If the champion has full hit points and has successfully avoided damage using Parry; the champion may use Parry once more before its next turn.
Opportunity Trick: The gladiator attempts to attack with both its shortbow and its greatsword as an opportunity attack. First, the gladiator performs its shortbow attack, with disadvantage. Unless the shortbow hits, the champion must also make the greatsword attack with disadvantage.
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Don't want the champion to be too strong, but don't want it to lose (yet).
Any suggestions on how to keep it an interesting, yet not so 1-sided fight?