Base Class: Fighter
Murmillo
The Murmillo (Latin for "a saltwater fish") is what most people today commonly envision when thinking about the typical gladiator. They wear a large, elaborate helmet called a Cassis Crista that has a wide brim, large crest, and a finely crafted, decorative face guard.
The Murmillo is arguably the most popular gladiator type, luminaries such as Spartacus and, the most celebrated gladiator of all time, Flamma the Syrian, having come from the ranks of the type.
Origin
The Murmillo came about to fill a vacuum left by the departed Gallus (Gaul) type since the Gauls are now such an integral and welcome part of Roman society. The same thing happened to the type called the Samnis, named after the Samnites of Southern Italy. Also an assimilated people.
In the space where once we had a Gallus, we now have the Murmillo. Instead of the older Samnian we now have the Secutor. Times change.
Armor
The Murmillo is heavily armored as far as gladiators are concerned with a large shield (scutum), a cloth, leather, or metal mail arm covering (manica), cloth, leather, or metal greaves covering the shins (ocrea), a thick leather belt about the midsection (balteus) over the ubiquitous Roman loincloth (subligaculum), and the iconic helmet (cassis crista).
Note: A custom inventory entry should be made labeled Murmillo Armor so it can be accounted for when it's removed to sleep, bathe, or relax. The custom entry should have a price of 50 gp and its weight should be 20 lbs.
Weapons
A Murmillo's only weapon is the standard Roman shortsword (gladius), although all gladiators carry a dagger (pugio) in case something happens to their main weapon.
But there are other options open to an adventuring gladiator. The weapon that comes with the least penalty is the spatha (Roman longsword) but it can't be used in the feature Recipe Ferrum! because it's too long. In fact, none of your features can be used if you're not in your complete armor and carrying your gladius.
There are also a few two-handed options: the pilum (a javelin), the securis (a greataxe), and the malleus (a Roman maul). Using any of these, however, deprives the wielder of two points of armor class and an offhand weapon that has special features. That's potentially a big trade off, but the option is there.
The Murmillo also uses their shield as a weapon, ramming into their opponents, or as a bashing weapon. Murmillo are additionally trained to use their ocrea to attack the lower legs of their opponents, much like a kick boxer. They wear a thick cloth padding under their ocrea (fasciae) to make this tactic less injurious to themselves.
Origins
Th e Murmillo is not a replacement for one of the earlier gladiator types, the Gallus, who represented the Gauls. After making Gaul part of the Roman Empire, it became undiplomatic to mock them in the arena. Thus we have today's Murmillo. Rather than replacing the Gallus, the Murmillo is honoring their storied time in the coliseums around the Empire.
Matchups
The most common adversaries for the Murmillo are the Thraex, or Thracian, and the Hoplomachus. Interestingly, the Murmillo is rarely pitted against the Retiarius (the gladiator with the net and trident) although one represents a fisherman and the other a fish.?
Road to Adventure
As a Murmillo, you will be well set up for life as an adventurer, leaving the arena behind. You have better combat training than most, but the showmanship you had to display to keep the crowds entertained has no place in a dungeon against a gang of hobgoblins. There is as much to unlearn as there is to learn in that regard. But you know you'll never leave all of that swagger and ego at the coliseum; it will always be a part of you.
Now it's time to meet some fellow adventurers at a local tavern to be approached by a stranger with a daughter kidnapped and adventure, glory, and lucre in store. The hobgoblins would be shaking in their boots if they knew what was coming!
Murmillo Skills
Weaponized Shield
When you accept this archetype at 3rd level, you learn to use your shield as an offhand weapon. Using the shield to attack as a bonus action, you can do 1d4 bludgeoning damage + your Strength modifier if you have the two-weapon fighting style. This becomes 2d4 at 10th level.
New Attacks
You have learned two types of attack: the shield ram and the leg sweep.
Shield Ram: As an attack action, and on a successful strike, you can either push your opponent up to 10 feet or you can knock them prone, your choice. Your adversary must make a DC 13 STR saving throw to avoid either of these effects. This feature scales with level as do any features that require a DC saving throw. It's 13 at 3rd level, 15 at 7th level, 17 at 10th level, 19 at 15th level, and 21 at 18th level. Your opponent takes 1d4 + STR mod bludgeoning damage on a successful hit regardless of the saving throw. You may use this feature a number of times per long rest equal to your STR modifier.
Using your shield for your main action replaces using it in a bonus action.
Leg Sweep: You use an attack action to attempt to knock your opponent's legs out from under them with a leg sweep using your ocrea to do 1d4 + STR bludgeoning damage in the process. Like with the shield ram, they must make a DC 13 STR saving throw or be knocked prone. The DC for this feature scales the same as with shield ram. You may use this feature a number of times per long rest equal to your STR modifier.
Athletics Proficiency
You gain proficiency with the Strength (Athletics) skill.
Murmillo Armor
Armor Restrictions
Starting at 3rd level, you are not allowed to wear any armor other than what is worn by the typical Murmillo: cassis christa, mancis, ocrea, balteus, subligaculum, and scutum. While wearing this armor your base armor class is raised from 10 to 13 + DEX modifier and your scutum which gives a +2 bonus.
Your AC scales with level, becoming a base of 15 at 10th level, and a base of 17 at 15th level.
You can't wear any other form of armor with your Murmillo armor, but you can use a different shield as long as it is large.
You can wear magic items that increase your AC, such as the Ring of Protection, magical gauntlets, gloves, jewelry, etc. You just can't wear anything that would replace a piece of your Murmillo armor or your base AC reverts back to 10. Your defensive training heavily involves your individual pieces of armor.
Note: You should make a custom inventory entry for this armor called Murmillo Armor or whatever suits you. The weight should be 20 lbs and the cost should be 50 gp.
Shield Bash
Shield Bash
Starting at 7th level, you can use an action to attempt to bash your opponent in the head with your shield. The opponent must make a DC 15 STR saving throw on a successful hit or be stunned for one turn. If you miss with your attempt, your opponent has a +2 bonus on their next attack roll against you. Your opponent takes 2d4 + STR mod bludgeoning damage on a successful hit regardless of the saving throw. This damage becomes 4d4 at 15th level. You may use this feature a number of times per long rest equal to your STR modifier.
This DC scales with level: 15 at 7th level, 17 at 10th level, 19 at 15th level, and 21 at 18th level.
Improved Critical
You score critical hits on rolls of 19 or 20.
Quick Finish
Attack Frenzy
It's incredibly stifling wearing heavy armor and fighting, so part of your strategy is to finish the battle quickly. To facilitate this, you can go into an attack frenzy a number of times per long rest equal to your STR modifier. In a frenzy, for three rounds, you move forward with each round swinging your weapon wildly and doing an additional +5 damage on each successful strike, but your attacks are made with a -2 to hit penalty.
Your opponent must make a DC 15 WIS saving throw or be overwhelmed by your attacks, counter attacking at disadvantage for the three rounds. On a successful saving throw they attack normally but are still pushed back.
At the end of these three rounds, you suffer one level of exhaustion*.
* See PHB p 291
Initiative Bonus
You also gain a +2 bonus to your initiative rolls as a feature at this level.
Strength Bonuses
Murmillo were famously the largest gladiators, putting on as much weight as possible while staying agile. Their armor required it. To this end, you spend a good deal of your time bulking up and getting stronger.
Strength Bonuses
You gain a +2 bonus to your STR ability score, have advantage on STR ability checks and saving throws, and gain twice proficiency with the Strength (Athletics) skill.
If your STR is already 19 or 20, you gain access to a Manual of Gainful Exercise, bypassing the 20 point threshold, to boost your STR score to 21 or 22.
Improved Critical
You score critical hits on rolls of 18-20.
Recipe Ferrum!
Legend has it that crowds at gladiatorial games would shout "Recipe ferrum!" (or "Receive the iron!") if they thought a losing gladiator should be executed.
Killing Stroke
At 18th level, up to three times per long rest, you may try a killing stroke on a humanoid opponent of medium or small size, if they are at half their hit point maximum or less. You try to stab your gladius into their neck from above, attacking with a -5 penalty to hit. Whether you land the stroke or not, it still counts toward your three attempts total. If your attack is successful, the opponent must make a DC 15 CON saving throw or be immediately reduced to 0 hit points. If their save is successful, they still take double normal weapon damage.
Note: Although intended specifically for medium to small humanoids, it's at your DM's discretion at to what creatures this feature might be used against.
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