Fighter
Base Class: Fighter

Thraex

One of the most common Roman gladiator types is the Thraex, meant to represent a warrior of Thrace (modern Bulgaria), an enemy of the Roman state. The Thraex is commonly paired against the Murmillo (representing Rome) and the Hoplomachus (representing Greece) in the arena.

The similarities in weaponry and armor between these types make them hard to differentiate; but, if you know what to look for, it gets easier. 

- The Armament and Armor

All three of these gladiators wear a head covering called a cassis crista, a wide-brimmed helmet with a grille face mask and a crest, the name "cassis crista" translating as "crested helmet" from the Latin to English. But that's not the only major similarity between these three. 

All wear a sleeve-like arm covering made of quilted cloth, cured leather, chain mail, or banded mail called a manica on their weapon arm. All three wear at least one greave to protect their shins and/or thighs called ocrea. They all wear the loincloth and wide leather belt common to many gladiator types called the subligaculum and balteus respectively. They all use shields, and two of them use the Roman gladius (shortsword). All of these warriors, if not all gladiators in general, carry the pugio (dagger), as do many Romans. For a gladiator, it is a fall back if no other weapon is available, or an elegant means to put a beaten adversary down.

After all of these commonalities, we begin to see some differences. The Murmillo uses a legioairre's scutum, a large, vertically deaigned rectangular shield. The Hoplomachus uses the smaller, round parma or hopla. The Thraex has the smallest of these shields called a parmula, which might be round, a horizontal recrangle, or a square about two feet in width. It is used to provide better freedom of movement and agility, but leaves much of the lower body exposed; thus, the ocrea worn by the Thraex are much longer than those worn by other gladiator types, coming up as high as mid thigh. They also, like the Hoplomachus, wear padded armor called fasciae that covers their entire leg and groin area, like a pair of pants.

The weapons of the three are different as well with only the Murmillo wielding the standard gladius as a primary weapon. Though he uses a gladius (or a Greek shortsword called a xiphon) as a secondary weapon, the Hoplomachus' primary weapon is a lance-like spear called a hasta. The Thraex, on the other hand, has one of the more unique weapons you'll see in the arena. 

- The Sica

The Thracians are known to use curved blades, like scimitars or sabres, and it's hard for a good Roman to trust someone who won't even keep a straight blade in their scabbard (you'll have to look up the Latin word for scabbard on your own). As if a crowd needed more reason to hate a Thracian enemy of the Empire.

That iconic curved style is reflected in the Thraex's sica. The sica is a short-bladed, single- or double-edged slashing weapon also capable of piercing. What sets it apart is the curve in its blade which is approximately 45 degrees and is either a sloping curve like a scimitar, or a sharp, acute angle in the blade's design. 

The sica's blade is only 12-16 inches in length, and as short as it is, it can be easily mistaken for a large knife in many depictions like those one finds in mosaics and stellae around Rome, it's curved blade making it seem even shorter. Obviously, it takes some talent and audacity to wield something like that against a heavily armored opponent. 

- Tactics

The Thraex has a few strategies they can employ against any larger, more heavily armored foes. Their curved blade is meant to get around their opponent's armor and, potentially, to decrease the armor's effectiveness by compromising its integrity. They also focus on inhibiting their rival's mobility by going after the unarmored backs of their legs.

Lastly, and primarily, their goal is to wear their opponent down to the point of exhaustion. For this reason, Thraex are typically long, limber, and dextrous. Avoiding their enemy is as important as attacking, especially against the usually larger, beefier Murmillo.

The curved sica is perfect for quick jabbing and cutting. Attack and disengage as smoothly and rapidly as possible, that's the goal. Especially when up against larger opponents with exposed chests, backs, and abdomens. A fast poke to the ribs can mean a punctured lung and a quick end to a fight. A sliced Achilles tendon will end things promptly as well, and any hit to either shoulder area of an enemy could dramatically reduce their offensive or defensive capabilities depending on which side is wounded.

The tactics of the Thraex aren't so dissimilar to those of another more lightly armored gladiator, the Retiarius. Whereas fighters like the Murmillo and Secutor try to rush a fight to a quick end to avoid exhausting themselves, the Thraex and Retiarius are content to bait their opponent for as long as possible, tiring them to the point of weakness.

- The Coliseum Crowd (Plebians)

The average citizen attending games in a coliseum or smaller arena, knows all of these things. They recognize the importance of a speedy finish for a Murmillo, and the desire to stretch things out for the Thraex. They are as savvy as the owners of the ludi (the ludus is where gladiators train) that produce these combatants.

- Gladiator Life

Those owners are called lanistae and they value every fighter they've bought and trained to be a gladiator. For that reason alone, deaths in the arena are not nearly so common as depicted in shows and movies.

Though their training is rigorous, gladiators are well cared for by Roman standards. They are typically only presented in three or four bouts in a year, allowing ample time to recuperate and train between contests.

Most gladiators have one long-term goal. Certainly they might love the fame, the fans, and followers, the attention, but those pale in comparison with gaining their freedom. And any gladiator is as able as the next to hone their skills in the ludus and win a rudis, a wooden sword or rod that is the symbol of a gladiator's freedom won.

- Your Goals

You're about to set off on the road of adventure. How did you get to this point? Did you win your freedom? Do you have a rudis to show for it? Are you a runaway? Discuss this with your DM to flesh out your backstory.

It should be mentioned that some additional weapons might be desired for your character. Especially when your main weapon is basically an odd looking kitchen knife; albeit, a very deadly and specialized kitchen knife. You need to remember that most of your special abilities revolve around the use of rhe sica and the parmula. You begin your career equipped with sica and pugio.

As an alternative to these, you can use a spatha (Roman longsword), a malleus (Roman maul), an arcus (Roman short composite bow), a securis (Roman battle axe), plumbata (heavy throwing darts), or a pilum (Roman spear). 

Outside of Roman armament, you might consider  the Thracian rhomphaia, a slightly curved two-handed sword, or the falx (a Dacian weapon like a long sica, or sabre) which could also be made in a  two-handed variety like a great sword. Again though, without the sica and parmula, most of your special abilities are not available to you.

- The Thraex in the Party

 One thing is for certain, you will make a valuable addition to any party as either damage dealer, crowd controller, support element, or all of the above. You're an outstanding martial subclass capable of dealing significant damage. You also have the armor class, hit points, and Intimidation skill to be tanky if needed. The Thraex's sweet spot, though, is skirmishing and goading along the frontline or on the flanks. As you begin your journey, here's to your freedom and what lies ahead!

Note: You must have a Dexterity score of at least 13 to take advantage of all of this subclass's features.

Note: You should make a custom inventory entry labeled Thraex Armor, making its price 50 gp and its weight 20 pounds.

 

Thraex Skills

- The Archetype 

When you accept this archetype at 3rd level, you take on a different kind of melee skillset. Much of your strategy as a Thraex involves reducing an opponent's armor class, hindering or limiting their ability to move on the battlefield, and wearing them down for an easy kill. You have a few techniques up your manica to facilitate these things. 

- New Maneuvers

Disarmorment: Your sica is designed to bypass an opponent's armor with the curve in its blade. It can also do some nasty tricks with belts, links, and fasteners that keep a suit of armor intact on its wearer's body. As a bonus action you can choose to try to "break" an enemy's armor by going after those cloth, light metal, and leather bits that hold it together. On a successful attack roll, you force your adversary to make a DC 13 DEX saving throw or have their armor class reduced by 1 point. There is no damage associated with this attack and it can only reduce an opponent to their base armor class. It has no effect on natural armor. On a successful save, there is no effect from this attack. This DC scales with level as all DCs will for this subclass: 13 at 3rd level, 15 at 7th level, 17 at 10th level, 19 at 15th level, and 21 at 18th level. You can use this feature a number of times equal to your STR modifier per long rest.

Offhand Shield Attacks: You can use your parmula as an offhand weapon to make attacks as bonus actions. The shield does 1d4 bludgeoning damage and, if you have the two-weapon fighting style, you can add your STR modifier to the damage. Your parmula damage increases to 2d4 at 10th level. 

Hare and Hound:  You can use your nimbleness (must have at least 13 DEX to use this feature) and your actions to make it much harder for an opponent to hit you by making a series of evasive moves. You stay within striking distance, but only barely. While using this tactic, you make attacks as a bonus action with a -2 penalty to hit, but your adversary attacks at disadvantage. If your opponent is wearing medium or heavy armor, or if they are large or bigger, they suffer one level of exhaustion after every three turns of this strategy. If your opponent has a higher DEX score than you, they can roll a DC 13 DEX saving throw and attack regularly for that round. A new save must be rolled at the start of their turn for as long as they pursue you and you use this tactic. The DC for this feature scales at the same rate that the disarmorment feature does. You can use this feature a number of times equal to double your STR modifier per long rest. You can make your harassing attacks with your sica, a gladius, or similar shortsword.

Achilles Slice: Up to a number equal to your STR modifier times per long rest, you can use this maneuver in battle. As your action in a round, you go to your knee at your opponent's feet and use your sica to slice their Achilles tendon if it is exposed. If you make a successful attack roll, they must roll a DC 13 DEX saving throw or be hobbled and take normal damage from your weapon. This means they can't use that leg until a healing spell is cast on them. While hobbled, your opponent attacks, makes ability checks, and makes saving throws at disadvantage and their movement speed is 0. If they fabricate a crutch, they can have a movement speed of 10. If their save is successful, they still take normal damage. Your sica's damage for this attack scales to 2d6 at 10th level.

- Acrobatics and Athletic Proficiency 

Starting at 3rd level, you gain proficiency with the Strength (Athletics) and Dexterity (Acrobatics) skills if you don't already have them. 

Thraex Armor and Weapons

- The Armor

The Theaex is less heavily armored as far as gladiators are concerned with a small, round or rectangular shield (parmula), a quilted cloth, leather, or metal mail arm covering (manica), quilted cloth, leather, or metal greaves covering the shins up to the mid thigh with quilting underneath the leather and metal ones (ocrea), pants made of quilted, padded armor called fasciaea, a thick leather belt about the midsection (balteus) over the ubiquitous Roman loincloth (subligaculum), and the iconic helmet (cassis crista).

This armor gives you a base AC of 13, and that number scales to 15 at 10th level and 17 at 15th level.

You have trained heavily armed and armored as you are. Several of the pieces you use have special features or are both offensive and defensive in nature.

Restrictions

None of these pieces of armor may be replaced except by similar pieces of magical Thraex or other gladiatorial armor. You can supplement your AC with magical rings, cloaks, potions, spells, etc. Anything that wouldn't cover or replace a piece of Thraex armor. 

- Weapons

You are armed with a sica (use shortsword stats with slashing damage), and a pugio (a Roman dagger). You might also want to use a bow and for this there is the arcus. The arcus is a short composite Roman bow that has the damage stats of a longbow and range of 120/480. 

- Improved Critical

Starting at 3rd level, you score critical hits on rolls of 19 or 20.

Head Bash (Caput Extinctor)

- Caput Extinctor 

You use your parmula to deliver a backhanded shield smash to your opponent's head and face. You deal 2d6 + STR bludgeoning damage on a successful hit, and they must make a DC 15 CON saving throw or be stunned for one round.

You can make this attack a number of times equal to your STR modifier per long rest. This damage scales to 3d6 at 10th level, 4d6 at 15rh level, and 5d6 at 18th level. The DC scales as well: 15 at 7th level, 17 at 10th, 19 at 15th level, and 21 at 18th level.

- Dexterity Bonuses

At 7rh level, you gain a +2 bonus to your initiative rolls and a 10 foot per round bonus to your movement speed. You further receive a +1 bonus to your Dexterity ability score as your training continues to make you leaner and quicker.

- Improved Attack 

Your dedication to your training has granted you a +2 benefit to your melee attack rolls. 

Jumping Thrust (Saltare Impulsus)

- Saltare Impulsus 

A number of times equal to your STR modifier per long rest, you can make a jumping thrust attack on an opponent, trying to get high enough over their shield to strike the vulnerable parts behind that line of defense.

You roll to hit with a -2 penalty. If you hit, the opponent must roll a DC 17 DEX saving throw or take a blow to the neck, shoulders, or chest that deals 4d6 + STR modifier piercing damage.

Both damage and DC scale for this feature. The DC scales as is seen in other gladiator features starting at DC 13 at 3rd level and going to DC 21 at 18th level. 

Damage scales to 6d6 at 15th level, and 8d6 at 18th level.

- Athletics and Acrobatics

At 10th level, you gain twice proficiency in your Strength (Athletics) and Dexterity (Acrobatics) skills. 

- Strength and Dexterity Bonuses

Starting at 10th level, you have advantage on Strength and Dexterity ability checks and a +2 bonus to Strength and Dexterity saving throws. 

- Improved Critical

You score critical hits on rolls of 18-20.

- Armor Class Increase 

Your base AC rises to 15.

Bloodletting (Depletura)

- Depletura 

At 15th level you learn this potentially devastating maneuver making an attack behind your opponent's shield and up into their armpit aiming for their brachial artery. A cut here can cause someone to bleed out fairly rapidly, and they take damage over as many rounds as they stay alive without being healed.

On a successful hit, your opponent takes 2d6 + STR piercing damage and they must succeed on a DC 19 DEX saving throw or their artery is cut. The cut bleeds out at the rate of 1d8 hit points per round unless they have any kind of healing spell cast on them or they expire. 

You may use this feature a number of times equal to your STR modifier per long rest, but you can only use it once on any individual opponent.

- Armor Class Increase 

Your base AC improves to 17.

Clinging Death (Haerens Mors)

- Haerens Mors 

At 18th level, you have perfected a maneuver where you jump onto an opponent, arms around their neck, spinning around to their back, wrapping your legs around their waist, exposing their throat by pulling up their chin, and slicing their throat. This takes an action and bonus action for a turn.

This maneuver is supremely hard to pull off and requires a Dexterity of at least 15 to attempt. You roll to hit at a -5 penalty. If successful, your opponent must roll a DC 15 STR saving throw or have their throat cut. 

The cut does 4d6 + STR slicing damage initially, but the enemy loses 2d6 hp of blood every subsequent round until they die or have the Heal spell cast on them. 

At this point, your opponent is grappled unless you release them. The opponent is grappled if the initial attack was successful, and doesn't rely on their throat cut saving throw. 

This feature may be used up to three times per long rest.

- Supreme Critical 

At 18th level, you score a critical hit on rolls of 17-20

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