Magi-gladiator (5e Class)
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Magi-Gladiator[edit]
<!-Introduction Leader->[edit]
Creating a[edit]
- Quick Build
You can make a <!-class name-> quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Performer background.
Class Features
As a Magi-Gladiator you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Magi-Gladiator level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Magi-Gladiator level after 1st
- Proficiencies
Armor: Light and medium armor
Weapons: Simple and martial, thrown
Tools: either land vehicles or smithing
Saving Throws: Strength and constitution
Skills: Choose two from Acrobatics, Athletics, Intimidation, Performance, Persuasion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 50 gp or (b) {{{item1b}}}
- (a) club or (b) Great club or (c) 10 Javelin's
- (a) Flail or (b) Trident or (c) Net
- (a) 5 healing potions or (b) {{{item4b}}}
- If you are using starting wealth, you have 20 in funds.
Level | Proficiency Bonus |
Features | Cantrips Known | Level 1 spell slots | Level 2 spell slots | Level 3 spell slots | Level 4 spell slots |
---|---|---|---|---|---|---|---|
1st | +2 | Fighting style | 1 | 2 | 0 | 0 | 0 |
2nd | +2 | Extra Attack | 1 | 2 | 0 | 0 | 0 |
3rd | +2 | Subclass | 1 | 3 | 2 | 0 | 0 |
4th | +2 | Ability Score Improvement, Parry | 1 | 3 | 2 | 0 | 0 |
5th | +3 | Extra Attack | 2 | 4 | 2 | 2 | 0 |
6th | +3 | Magical strike | 2 | 4 | 3 | 2 | 0 |
7th | +3 | Subclass | 2 | 4 | 3 | 2 | 1 |
8th | +3 | Ability Score Improvement, Extra Attack | 2 | 4 | 3 | 2 | 1 |
9th | +4 | Vitality boost | 3 | 4 | 3 | 2 | 1 |
10th | +4 | Subclass | 3 | 4 | 3 | 2 | 1 |
11th | +4 | Extra Attack | 3 | 4 | 3 | 2 | 1 |
12th | +4 | Ability Score Improvement, Improved parry | 3 | 4 | 3 | 2 | 1 |
13th | +5 | Improved magical strike | 4 | 4 | 3 | 2 | 1 |
14th | +5 | Extra Attack | 4 | 4 | 3 | 2 | 1 |
15th | +5 | Subclass | 4 | 4 | 3 | 2 | 1 |
16th | +5 | Ability Score Improvement | 4 | 4 | 3 | 2 | 1 |
17th | +6 | Extra Attack | 5 | 4 | 3 | 2 | 1 |
18th | +6 | Subclass | 5 | 4 | 3 | 2 | 1 |
19th | +6 | Ability Score Improvement, Roar of the crowd | 5 | 4 | 3 | 2 | 1 |
20th | +6 | Gladiator Wit | 6 | 5 | 4 | 3 | 2 |
Fighting style[edit]
Pick a fighting style.
Extra attack[edit]
Half your attacks need to be used for unarmed attacks.(Rounded down)
<!-Subclass Feature->[edit]
At 3rd level, you chose a Path. Choose between Path of the champion, path of the disabler, detailed at the end of the class description. Your choice grants you features.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Parry[edit]
You can lower one opponent's attack roll, who you see/know is attacking you with a melee weapon, by your proficiency bonus. You also gain advantage on your next attack against that opponent.(can only use this a number of times equal to your charisma bonus.
Magical Strike[edit]
Instead of an attack you can use one of your extra attacks to cast a spell.(Once per turn)
Vitality Boost[edit]
You gain temporary HP equal to a d4 per Magi-Gladiator level+Charisma mod.
Improved Parry[edit]
You deal double the damage to the opponent you used parry on.
Improved Magical Strike[edit]
You can now cast 2 leveled spells when you use Magical Strike.(a number of times equal to your proficiency bonus per long rest)
Roar Of The Crowd[edit]
You can use your bonus action to shoot and give yourself +10 movement speed and an extra d6 added to all your attack's till the end of your turn.(Once per combat encounter)
Gladiators Wit[edit]
Lower all enemies AC by your charisma mod if their within 20 ft of you.
Path of the champion[edit]
- <!-HAYMAKER->
your Unarmed attacks now deal a d6 of damage.
- <!-Champs Toughness->
Gain resistance to either bludgeoning, slashing, or piercing non magical damage.
- <!-Dash Attack->
add +15 ft to your attack range.
- <!-Improved HAYMAKER->
Your unarmed attacks now deal a d8
- <!-Champions Tax->
Get 5 GP per kill.
Path Of The Disablerer[edit]
- <!-That didn't hurt->
If you get hit with an attack you can lower the damage by a d4.
- <!-Sweet Spot->
You inflict disadvantage on the people you hit.
- <!-Cripiler->
After hitting someone the next time they move its treated as difficult terrain.
- <!-Bleed->
After you hit someone they bleed for 1d4 per their turn until someone heals them.
- <!-Terrifying Presence->
Your attacks now inflict Fear.
Spell List[edit]
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
<!-1st level spell list->
- 2nd Level
<!-2nd level spell list->
- 3rd Level
<!-3rd level spell list->
- 4th Level
<!-4th level spell list->
- 5th Level
<!-5th level spell list->
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
Back to Main Page → 5e Homebrew → Classes<!-has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil-><!-is based in music, travels, performance, and/or a wide range of spells-><!- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes-><!-focuses on unarmed attacks and mobility-><!-often gets magical ability from a separate source, has sorcery points and a spell slot table-><!-gains power through knowledge, almost always spellcaster-><!-keep this category if the class uses multiple tags-><!-class does not use tags and does not fall into any of the archetypes of the tags above-><!-class is designed as a variant to a first party core class->-->