Brave. The Bully 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).
Multiattack. The gladiator makes three melee attacks or two ranged attacks.
Greatsword. 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.
Punch. 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.
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
Rage. Entering a rage is a bonus action. While raging, the barbarian gains the following benefits if they aren't wearing heavy armor. It lasts for 1 minute. It ends early if they are knocked unconscious or if their turn ends and they haven't attacked a hostile creature since their last turn or taken damage since then. They can also end their Rage state on their turn as a bonus action.
- They have advantage on all Strength checks and Strength saving throws.
- When they make a melee weapon attack using Strength, they gain a (+2) bonus to the damage roll.
- The barbarian gains resistance to all bludgeoning, piercing, and slashing damage.
Reckless. At the start of its turn, the barbarian can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
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