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).
Breath Weapon. Everything in a 5 by 30 foot line must succeed a DC 14 Dex. saving throw, or take 2d6 acid damage.
Plate Armor. The dragonborn gladiator has disadvantage on all stealth checks.
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.
Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.
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.
Description
Dragonborn gladiators battle to bring honor & glory to their clans, with the bonus effect of bringing entertainment for raucous crowds. Many dragonborn gladiators are brutal pit fighters who perceive each match as a personal life-or-death war, while others are professional combatants who command great fees but rarely duel to the death. With plate armor reminiscent of their clan's cultures, these warriors rule the arena unchallenged.
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