{"name":"Gladiator","overview":"[h2]Myrmidons to Freedom[\/h2]\r\nGladiatoral combatants are slaves forced into lives of bloodshed for the macabre\r\nentertainment of the privileged citizenry. These warriors would normally find\r\nthemselves chained by the nobility of ruthless kingdoms such as Thay, or performing\r\nfor the sadistic overlords of Zhentarim. Trained by their masters to be brutal killers\r\nand display audacious showmanship, a given gladiator may hold combat skills from\r\nwide range of battle styles, similar to a barbarian or fighter. A gladiator may be of\r\nany race, but typically comes from the mass of common folk without non-magical\r\nabilities, turned to hardened warriors by circumstance of their enslavement. Given\r\ntheir raw ferocity and grit, Gladiators are not combatants to be taken lightly. Some\r\ngladiators fight hoping to regain lost freedom, others do so for the fanfare and glory,\r\nwhile still others have long won their freedom in the sands of the arena yet still\r\ncannot resist the champion's purse and the triumphant roar of the crowd.\r\n[h2]Creating a Gladiator[\/h2]\r\nWhen creating a gladiator, take a moment to consider why or how you became\r\nrecruited into this grisly and barbaric arena. Did you lose your citizenship due to an\r\nincredibly heavy debt which you could never hope to repay? Did an ambitious\r\nrelative sell you into slavery in order to seize your inheritance? Are you a hard\r\nboiled criminal, enslaved for your vicious crimes and now forced to kill before all\r\nthe public eye? Your conditions of enslavement may play a great part into your\r\nchoice to become an adventurer. Perhaps you have won your freedom and seek a\r\nplace to put your combat skills to use, or maybe you yet remain a slave to a powerful\r\nwizard or noble who also happens to be a member of your adventuring party. As a\r\ngladiator your status, free or enslaved, will also factor into how you interact with the\r\nworld, so speak to your DM and fellow players to help prepare for what to expect.\r\n[br]\r\n[br]\r\nConsider what style of gladiator you want to be, both in terms of combat skill and\r\npersonality. In the history of our world, the term \"gladiator\" is in the traditional sense specifically refers to a warrior who uses a gladius or short sword. The term has by now encompassed the entire class of enslaved warriors, forced to fight to the death in staged battles of bloody entertainment. With what sort of weapons have you been rigorously trained? A Retiarius, for example, uses a net to entangle and confuse enemies while stabbing them to death with a trident. A Murmillo has the versatility of a sword and shield in tandem. Think of what weapons you would prefer to have used in the arena, and how you used these weapons to violently please the cheering mobs.\r\n[h3]Quick Build[\/h3]\r\nYou can make a Gladiator quickly by following these suggestions. First, Strength\r\nshould be your highest ability score, followed by Charisma. Second, choose the\r\nEntertainer background, Gladiator variant. Third, choose your equipment based on\r\nwhat subclass you have your sight set on, and have a complementing unusual\r\nweapon from your background.","hitdice":"d10","hitpointsfirstlevel":"10 + constitution modifier","hitpointsathigherlevels":"1d10 (or 6) + Constitution modifier per Gladiator level after 1st","armorproficiencies":"Heavy armor, medium armor, light armor, and shields","weaponproficiences":" Simple & Martial weapons","tools":"None","savingthrows":"Constitution and Charisma","skills":"Pick two from Acrobatics, Athletics, Insight, Intimidation, Perception, Performance, Sleight of Hand, or Survival","equipment":"You start with the following equipment, in addition to the equipment granted by your background:\r\n[ul]\r\n[li](a) Chain mail or (b) Shield or (c) Scale mail[\/li]\r\n[li](a) a spear or trident or (b) Two shortswords or (c) a heavy and\/or two-handed[\/li]\r\n[li]weapon (please see the talk page page) or (d) a pair of cestii[\/li]\r\n[li](a) a longbow with a quiver of 20 ammunition or (b) a pouch with 40 darts[\/li]\r\n[li]If you are using starting wealth, you have 6d4x10 gp in funds.[\/li]\r\n[\/ul]\r\n","spellcasting":"","features":"\r\n[table]\r\n[tr]\r\n[th]Level[\/th]\r\n[th]Proficiency Bonus[\/th]\r\n[th]Features[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1st[\/td]\r\n[td]+2[\/td]\r\n[td]Fighter's Resilience[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2nd[\/td]\r\n[td]+2[\/td]\r\n[td]Learn a Trade[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]+2[\/td]\r\n[td]Combat Specialization[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4th[\/td]\r\n[td]+2[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]+3[\/td]\r\n[td]Extra Attack, Fast Movement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6th[\/td]\r\n[td]+3[\/td]\r\n[td]Weapon of Choice[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7th[\/td]\r\n[td]+3[\/td]\r\n[td]Combat Specialization feature[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]8th[\/td]\r\n[td]+3[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]+4[\/td]\r\n[td]Arena Favourite[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]10th[\/td]\r\n[td]+4[\/td]\r\n[td]Combat Specialization feature[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]11th[\/td]\r\n[td]+4[\/td]\r\n[td]Extra Attack[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]12th[\/td]\r\n[td]+4[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]+5[\/td]\r\n[td]Combat Specialization feature[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]14th[\/td]\r\n[td]+5[\/td]\r\n[td]Battle Cry[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]15th[\/td]\r\n[td]+5[\/td]\r\n[td]All Brawn[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]16th[\/td]\r\n[td]+5[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]+6[\/td]\r\n[td]Combat Specialization feature[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]18th[\/td]\r\n[td]+6[\/td]\r\n[td]Expert Strike[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]19th[\/td]\r\n[td]+6[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]20th[\/td]\r\n[td]+6[\/td]\r\n[td]Extra Attack[\/td]\r\n[\/tr]\r\n[\/table]\r\n[h2]Gladiator Features[\/h2]\r\n[h3]Fighter's Resilience[\/h3]\r\nRegardless of your freedom or lack thereof, you were once bound to the arena and a\r\nlife of endless battle. Whether you wanted this or not, this is now shapes your\r\nexistence. Fighting to to the death on a daily basis, you endure much toil and\r\ngratuitous violence, making you hardier than most. Starting 1st level, any time you\r\nmust make a Constitution saving throw, you may choose to succeed it automatically.\r\nYou cannot use this feature again until you finish a long rest.\r\n[h3]Learn a Trade[\/h3]\r\nGladiators, especially rich and successful ones, occasionally have spare time when\r\nrecovering between their brutal bouts and harsh training. Within these moments of\r\nrelaxation, you have taken the time to learn a craft or practice gaming to earn some\r\nmore coin among your fellow slaves. Starting 2nd level, you gain proficiency in one\r\ninstrument, gaming set or artisans tool of your choice. Alternatively, you may double\r\nyour proficiency for an instrument, gaming set or artisans tool in which you are\r\nalready proficient\r\n[h3]Combat Specialization[\/h3]\r\nStarting 3rd level, you may choose a Gladiator Archetype through which you begin\r\nto narrow your focus as a warrior to specialize in a particular field of combat.\r\nChoose one from the sub-classes all detailed at the end of the class description. You\r\ngain a feature from your subclass at 3rd level, and further features at 7th, 10th, 13th,\r\nand 17th levels.\r\n[h3]Ability Score Increase[\/h3]\r\nWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can\r\nincrease one ability score of your choice by 2, or you can increase two ability scores\r\nof your choice by 1. As normal, you can't increase an ability score above 20 using\r\nthis feature.\r\n[h3]Fast Movement[\/h3]\r\nStarting 5th level, you learn to be quick on your feet. If you're too slow, it could spell\r\ndeath, even if the difference was a mere second. You gain an additional 10 feet of\r\nmovement speed.\r\n[h3]Extra Attack[\/h3]\r\nEvery attack counts in the bloody arena. That's why it's good to be able to deal more\r\nof them. Beginning at 5th level, you can attack twice, instead of once, whenever you\r\ntake the Attack action on your turn. The number of attacks increases to three when\r\nyou reach 11th level in this class and to four when you reach 20th level in this class.\r\n[h3]Weapon of Choice[\/h3]\r\nYour specialization skills really show now, as you seem unstoppable wielding your\r\nweapon of choice. Starting 6th level, when you miss an attack with a weapon you are\r\nproficient in, you may instead choose to have it hit. You cannot use this feature again\r\nuntil you finish a short or long rest.\r\n[h3]Arena Favourite[\/h3]\r\nKind of like swimsuit models, but bathed in blood, gladiators can elicit cheers and\r\nemotion by showing off their ripped physiques and gaining favor through displays of\r\nmuscle. Starting 9th level, whenever you should use your Charisma modifier for a\r\ncheck, saving throw or setting a DC, you may instead substitute it with your Strength\r\nmodifier.\r\n[h3]Battle Cry[\/h3]\r\nYour cry can be one of victory or one of the beginnings of battle. Whatever it is, it is\r\na signal from a gladiator to the audience as well as to the opponent. Starting 14th\r\nlevel, you gain the following battle cries to use at your disposal:\r\n[ul]\r\n[li]Let's Fight! - You emit a shout with an action which riles and rallies. Creatures friendly to you gain advantage in weapon attack rolls until the start of their next turn.[\/li]\r\n[li]You're Dead! - You bellow at a creature that can see and hear you with an action. The creature must succeed a Charisma saving throw with a DC equal to 8 + your proficiency bonus + your Charisma modifier, or become frightened until the end of their next turn.[\/li]\r\n[li]First Blood - You make this cry with a bonus action after you successfully make an attack on another creature. You become emboldened and empowered. You have advantage in attack rolls until the end of your next turn.[\/li]\r\n[\/ul]\r\nYou may use each cry once, regaining use after you finish a short or long rest.\r\n[h3]All Brawn[\/h3]\r\nIn a way, Gladiators are like burly sportsmen. They spend a lot of time hacking and\r\nfighting away that their brains sometimes shrivel or get damaged from impact. This\r\nis a bit irrelevant in their line of work; the cheers of the crowd drive them to fight\r\nharder and harder without thought. Starting 15th level, you become disadvantaged in Intelligence saving throws. However, you gain advantage on attack rolls against a\r\ncreature if at least one of your allies (or creatures friendly to you) is within 5 feet of\r\nyou and the ally isn't incapacitated.\r\n\r\n[h3]Expert Strike[\/h3]\r\nEventually, Gladiators become masters of a weapon in their own right. Starting 18\r\nlevel, when you make a successful attack with a weapon you are proficient in, you\r\nmay roll a d4. The damage you deal is multiplied by the result. You may use this\r\nfeature once, regaining use after you finish a short or long rest.","subclasses":"[h1]Gladiator Archetype[\/h1]\r\nStarting 3rd level, you become a gladiator fully fledged to a certain Combat Specialization. Choose from one of the subclasses below.\r\n[h2]Gallus[\/h2]\r\nGallii are gladiators that are commonly very heavy-set in armor and wielding large,\r\nheavy crushing weapons.\r\n[h3]Smasher[\/h3]\r\nStarting 3rd level, your size grants you a great deal of ability to deal damage. When\r\nyou make a successful attack with a weapon you are proficient in, you may add an\r\nextra damage die to the damage roll. You may use this feature a number of times\r\nequal your Strength modifier. You regain all uses after finishing a long rest.\r\n[h3]Indomitable[\/h3]\r\nStarting 7th level, your tough body is toned against the mundane effects of weapons.\r\nYou gain resistance to nonmagical slashing and bludgeoning damage.\r\n[h3]Dauntless[\/h3]\r\nStarting 10th level, your hulking body intimidates others and not the other way\r\naround. You are immune to being frightened and you gain proficiency in the\r\nIntimidation skill. If you already have proficiency in this skill, you may double your\r\nproficiency bonus.\r\n[h3]Corporal Power[\/h3]\r\nStarting 13th level, you may automatically succeed any Strength, Dexterity, or\r\nConstitution saving throw. You must complete a long rest before using this feature\r\nagain.\r\n[h3]Unsurpassed[\/h3]\r\nStarting 17th level, when you make an attack with a nonmagical weapon you are\r\nproficient in, you may ignore all resistances and immunities.\r\n[h2]Hoplomachus[\/h2]\r\nHoplomachi specialize in a mid-ranged fight with their proficiency in spears and\r\nsuch polearms.\r\n[h3]Spearman[\/h3]\r\nYou are a sole polearm technician now. Particularly those with pointy or sharp ends\r\nand edges. Starting 3rd level, you may double your proficiency in spears, pikes,\r\nglaives, and halberds.\r\n[h3]Versatile Hander[\/h3]\r\nSimply throwing something doesn't quite have the same feel as thoroughly\r\nskewering something up close. Starting at 7th level,When you make a melee attack\r\nwith a weapon with the reach or versatile property, you may increase the damage die\r\nby 1 (e.g., 1D4 becomes 1D6). If it is a weapon you have doubled proficiency in,\r\nthen you may double the damage die instead (e.g., 1D4 becomes 2D4).\r\n[h3]Reverse End[\/h3]\r\nSuch long weapons can be used on both ends. Starting 10th level, when you take the\r\nAttack action and attack with a glaive, halberd, pike or spear at melee range, you can\r\nuse a bonus action to make an additional melee attack with the opposite end of the\r\nweapon. This attack uses the same ability modifier as the primary attack. The\r\nweapon\u2019s damage die for this attack is a d4, and it deals bludgeoning damage.\r\n[h3]Closer[\/h3]\r\nStaying just out of your reach is a misconception since your reach as a polearm user\r\nis extended. Starting at 13th level, While you are wielding a glaive, halberd, pike, or\r\nspear, other creatures provoke an opportunity attack from you when they enter your\r\nweapon's range of reach.\r\n[h3]Power Thrust[\/h3]\r\nYour frenetic mood as a gladiator empowers your attacks. When you make an attack\r\nwith a polearm or spear, Starting at 17th level, you may add your Charisma modifier\r\nto your attack roll in addition to your Strength modifier. On a successful attack, you\r\nalso add your Charisma modifier to the damage.\r\n[h2]Retiarius[\/h2]\r\nA retiarius is an exotic fighter who uses a net to snare enemies and a trident to spear\r\nthem like fish.\r\n[h3]Fisher[\/h3]\r\nPeople won't be laughing when they've been caught in your net like a fish, ready to\r\nbe speared. Starting 3rd level, you may make an attack with a net using your bonus\r\naction this action ignores all penalties regarding the use of nets. You double your\r\nproficiency bonus in nets.\r\n[h3]Reel[\/h3]\r\nThe nets main purpose is to pull victims into range for you to poke them with holes.\r\nStarting 7th level, when you successfully have restrained another creature in your\r\nnet, you may reel them up to 10 feet closer to you, costing no action on your\r\npart. You may also use a bonus action to retrieve your net after a failed throw.\r\n[h3]Monger[\/h3]\r\nThe best part of a retiarius job is being able to poke the captive to death. Starting\r\n10th level, your proficiency in tridents and spears doubles. You also gain advantage\r\nin attack rolls against creatures that are restrained\r\n[h3]Iron Net[\/h3]\r\nNets are underrated. It's possibly due to the fact they break easily. Starting 13th\r\nlevel, creatures caught in your net have disadvantage in Strength checks to escape it.\r\nYour nets AC also increases to 18.\r\n[h3]Execute[\/h3]\r\nYour expertise allows you to strike with ease, precision, and power. Starting 17th\r\nlevel, when you successfully attack a creature caught in your net with a trident, the\r\ndamage you deal is increased by an amount equal to your level.\r\n[h2]Murmillo[\/h2]\r\nMurmillos are gladiators wielding a sword and shield like a knight.\r\n[h3]Bastion[\/h3]\r\nYou are a guarded fighter type with your shield. Starting 3rd level, when you are\r\nwielding a shield, you gain an additional +2 to AC. You cannot be wearing armor to\r\nhave this benefit.\r\n[h3]Cover Strike[\/h3]\r\nThe shield is often a tactic used so you can draw an enemy in and attack them when\r\nthey make an opening. Starting 7th level, when you are successfully attacked at\r\nmelee range and you have a shield in one hand and a weapon in the other, you may\r\nexpend a reaction to halve the damage dealt to you and make a retaliatory strike\r\nagainst the attacker creature.\r\n[h3]Perfect Guard[\/h3]\r\nStarting 10th level, when you use Cover Strike, you may reduce the damage you take\r\nto 0 instead of halving it. You may use this feature once, regaining use after you\r\nfinish a short or long rest.\r\n[h3]Stunning Reversal[\/h3]\r\nYour retaliating strike coming from behind your shield is powerful and surprises\r\nenemies with your burst of action. Starting at 13th level when you use Cover Strike\r\nand successfully make an attack against the attacker creature, you can force the\r\ncreature to make a Charisma saving throw against a DC equal to half the damage\r\ndealt, rounded down + your Charisma modifier. On a failed save, the creature is\r\nstunned until the start of their next turn. On success, they are unaffected by the\r\neffects of this feature for the next 24 hours. You may use this feature once, regaining\r\nuse after you finish a short or long rest.\r\n[h3]Able Knight[\/h3]\r\nStarting 17th level, you are essentially a knight in your handling of sword and shield.\r\nYour ability as a gladiator bolsters your defense. When using your shield, you may\r\nadd your Charisma modifier to your AC.\r\n[h2]Sagittarius[\/h2]\r\nHence the name of the archer constellation, sagittarii are expert long-range shooters.\r\n[h3]Reflex Bow[\/h3]\r\nA good archer uses the weapon enough that even its physical imperfections do not\r\ninhibit its range. Starting 3rd level, when you use a longbow, the range becomes\r\n200\/800. When using a shortbow, the weapon range becomes 120\/400.\r\n[h3]Faster Reload[\/h3]\r\nReloading can be such a pain. It's one of the big drawbacks to using ranged weapons\r\nwith ammunition. But you're skilled enough to be able to avoid that. Starting 7th\r\nlevel, when you make an attack with a ranged weapon that has the reloading\r\nproperty, you automatically reload, while the ammo fired is still flying, out of muscle\r\nmemory. You do so with no action needed on your part.\r\n[h3]Sharpshoot[\/h3]\r\nDistance means nothing to you. Staring 10th level, you take no disadvantage\r\nattacking a creature with a ranged weapon's long range.\r\n[h3]Hawkeye[\/h3]\r\nStarting 13th level, you can't be tricked easy. Hiding does nothing to sway your aim.\r\nCreatures cannot benefit from half or three quarters cover from your ranged weapon\r\nattacks.\r\n[h3]Armor Pierce[\/h3]\r\nStarting 17th level, your ranged weapon attacks ignore light and medium armors and\r\nshields when you make an attack roll.\r\n[h2]Dimachaerus[\/h2]\r\nThis type of gladiator specializes in two-sword fighting.\r\n[h3]Two Hander[\/h3]\r\nThe whole point of this specialization is to wield two weapons at a time! Starting 3rd\r\nlevel, you may wield a weapon in each hand. The weapons may not possess the\r\nheavy, ranged or two-handed properties. When you make an attack with one weapon,\r\nyou may expend a bonus action to attack with the other. The second weapon uses\r\nyour proficiency bonus but does not add your ability modifier.\r\n[h3]Effective Strength[\/h3]\r\nYou work out your offhand attacks as you go and they get stronger as you do.\r\nStarting 7th level, you may add your ability modifier to your second weapon's attack\r\nrolls.\r\n[h3]Stylish[\/h3]\r\nDual wielding looks pretty cool and intimidating. This helps you win some points in\r\nbattle, as you dance with your two blades. Starting 10th level, when you use \"You're\r\nDead!\" from Battle Cry and you have a weapon in each hand, you may force the\r\ncreature to fail the saving throw automatically.\r\n[h3]Tornado[\/h3]\r\nWith two blades, you're like a force of nature in battle, using one to block while\r\nanother swings to blindside your opponent. Starting 13th level, when you are\r\nattacked at melee range and you have a weapon in each hand, you may expend an\r\naction use one of your weapons to block the attack entirely and take no damage. You immediately follow up by making a retaliatory attack with your other weapon in\r\nhand at the attacking creature. You may use this feature a number of times equal\r\nyour Strength modifier, regaining use after finishing a long rest.\r\n[h3]Slashing Frenzy[\/h3]\r\nStarting 17th level, when you kill an enemy with a weapon attack, your next attack\r\nrolls with advantage and is considered a critical if it hits. You cannot use this feature\r\nagain unless you complete a short or long rest.\r\n\r\n[h2]Cestus[\/h2]\r\nMuch like a monk, but with protection for their hands, cestii bludgeon enemies to\r\ndeath with blows of their fists.\r\n[h3]Unarmored Defense[\/h3]\r\nCestii commonly wear no armor whatsoever. Starting 3rd level, your AC when you\r\nwear no armor becomes 14 + your Dexterity modifier.\r\n[h3]Flurry[\/h3]\r\nYou can't just punch once. You gotta do it again! Starting 7th level, when you attack\r\nwith your cestii or make an unarmed strike, you may make an additional attack with\r\nyour other hand using your bonus action if your other hand is free.\r\n[h3]Heavy Fists[\/h3]\r\nStarting 10th level, your fists accumulate more power as you grow in adeptness of\r\nusing them. You may double your proficiency bonus when making an attack with\r\nyour cestii or an unarmed strike. In addition, the damage die you deal with your\r\ncestus or unarmed strikes becomes 1d6. If you deal a higher damage die, then this\r\nhas no effect.\r\n[h3]Wrestler[\/h3]\r\nYou are a bare knuckle kind of fighter that can wrestle a bear to death like Hercules\r\ntamed the Nemean lion and Cerberus. Starting 13th level, when you roll to grapple a\r\ncreature, you roll with advantage. Additionally, on the turn you successfully grapple\r\na creature, you may use your bonus action to make an attack on that creature.\r\n[h3]Pummel[\/h3]\r\nYou have no qualms about beating a cowering opponent into submission. Starting at\r\n17th level you have advantage in attack rolls against creatures that are frightened or\r\ngrappled.\r\n[h2]Laquearius[\/h2]\r\nLaquearii treat their opponents much like beasts, using a whip to either keep them at\r\nbay or snare them at close range before gutting them with a dagger or sword.\r\n[h3]Tame[\/h3]\r\nYou are a person who keeps enemies at bay. Starting 3rd level, you may make a\r\nspecial attack with a whip at a creature in range. The target must make a Charisma\r\nsaving throw equal to 8 + your Charisma modifier + your proficiency bonus. Upon\r\nfailure, they take the normal damage and become frightened until the end of their next turn. On success, they still take the damage from your weapon but become\r\nimmune to this effect for 24 hours. You may use this feature a number of times equal\r\nyour Charisma modifier, regaining use after you finish a long rest.\r\n[h3]Whip Master[\/h3]\r\nYour whip is a very distinguishing fighting style. Starting 7th level, you may double\r\nyour proficiency in whips. You may also double your proficiency bonus for the DC\r\nof your Tame feature.\r\n[h3]Ringmaster[\/h3]\r\nStarting 10th level, you are very adept at using the energy of an audience or a\r\nperformance to push your own skill. You may add your Charisma modifier to all\r\nattack rolls you make with your whip.\r\n[h3]Flick[\/h3]\r\nStarting 13th level, you are able to use your whip as a trap on enemies. When you\r\nsuccessfully attack a creature with your whip, the creature becomes grappled and\r\nmust succeed all the checks as usual to escape starting on their turn.\r\n[h3]Carve[\/h3]\r\nStarting 17th level, if you snare a creature within melee range with Flick, you may\r\nmake up to two additional attacks with a dagger weapon on the same turn with a\r\nbonus action. You may use this feature a number of times equal your Strength\r\nmodifier, regaining use after you finish a long rest.\r\n[h2]Multiclassing[\/h2]\r\n[b]Prerequisites. [\/b]To qualify for multiclassing into the Gladiator class, you must meet\r\nthese prerequisites: Strength and Charisma 13\r\n[b]Proficiencies.[\/b] When you multiclass into the Gladiator class, you gain the following\r\nproficiencies: Any three simple or martial weapons of your choice","tabledata":"","tags":"","templateId":"25","blockId":"684510","world":"f2f604fb-a025-4391-a77a-743ace5462ed","folder":"","isShared":"on"}