A gladiator has learned that fighting is an art. Inspiration for others. Entertainment. For these champions of the arena, the art of battle is the art of theater.

Theater of Blood

The arena has taught you that combat is theater. The better you perform, the louder the cheers. You have to draw the attention of the crowd with your raw physicality.

At 3rd level you gain proficiency in Performance. In addition, at 3rd level, when you are not wearing any armor, your AC is equal to 10 + Dexterity modifier + Charisma modifier. You keep this benefit even if you are using a shield.

For Glory

When you choose this martial archetype at 3rd level, you gain abilities that are fueled by special dice called glory dice. You have glory dice equal to your Charisma modifier. These dice are d6s. A glory die is expended when you use it. You regain all your expended glory dice when you finish a short or long rest.

Your glory dice become d8 at 7th level and d10 at 15th level.

Glory die can be spent in five ways:

  • Nothing gets the crowd’s blood pumping more than watching a fighter go all in. When you move more than 10 feet in a straight line towards a creature, you can expend a glory die to make a weapon attack as a bonus action. Roll the glory die and add the rolled result to the attack’s damage roll.
  • Battle is a dance where your partner must fail. You can expend a use of your glory die to use the grapple or shove action as a bonus action on your turn. Roll the glory die and add the number to the result of the ability check.
  • Morale is essential even in the arena. You can pretend to shrug off attacks to inspire your allies. As a reaction when you have been hit by an attack, you can choose an amount of allied creatures that can see you equal to your Charisma modifier. Roll a glory die; they gain an amount of temporary hit points equal to the roll + your Charisma modifier.
  • The longer one can stay in battle, the more opportunities for glory present themselves. When you use your Second Wind ability, you can expend a glory die. Roll the glory die and add the result to the hit points you regain.
  • Those who strike first in battle hold its narrative in their hands. When you roll initiative, you can expend a glory die.

Roll the glory die and add the result to your initiative.

Always With Style

Starting at 7th level, choose Athletics or Acrobatics. When making an ability check that involves the chosen skill, you can add your Charisma modifier to the check. To do so, there must be a creature within 60 feet of you who can see you.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Rush of Blood

Starting at 15th level, when you reduce a hostile creature to 0 hit points, you regain use of your Second Wind ability.

Champion of the Arena

You understand that on the sands, it is blood that satiates the crowd. Starting at 18th level, when you have advantage on a weapon attack, you can forego the advantage. If you hit, your attack counts as a critical hit.

Section 15: Copyright Notice

Cloak & Coin Campaign Setting Copyright 2021. Red Turban Press, Inc. Authors: Laljit Sidhu, Bjorn Dingeldein, Jon Giordano

This is not the complete section 15 entry - see the full license for this page