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).
Moonslice. When an attack roll misses Adam Taurus, he gains a moonslice charge. When he makes a melee attack he can spend any number of these charges to deal an additional d10 force damage for each charge spent. Alternatively, he can spend 5 of these charges to cast steel wind strike as an action.
Combat Superiority. Adam Taurus has 6 superiority dice, which are d10s, with a save DC of 18, and knows 9 battle maneuvers:
Commander's Strike, Commanding Presence, Feinting Attack, Menacing Attack, Rally, Riposte, Sweeping Attack, Tactical Assessment, Tripping Attack.
Multiattack. Adam Taurus makes three Wilt attacks. He can replace any of these with a Blush attack
Wilt. Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage and 7 (2d6) fire damage
Blush. Ranged Weapon Attack: +7 to hit, range 30/90 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 18 Constitution saving throw or be stunned.
Parry. The gladiator adds 3 to its AC against one attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.
Hellish Rebuke. Once per long rest Adam can cast hellish rebuke.
Description
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.