The gladiator kit from the 2e-era Complete Fighter's Handbook was one of the first stabs at creating a distinct gladiator character option in D&D.


As a warrior kit, it was open to fighters, paladins, and rangers, though it is noted that due to the urban focus of the kit, rangers are unlikely.


Gladiators recieved Charioteering and Tumbling as bonus proficiencies.

Additionally, a gladiator gained a free weapon specialization chosen from a range of gladitorial weapons: any bow, the cestus, dagger, drusus, lasso, net, scimitar, short sword, spear, trident, and whip.

A starting gladiator recieved 5d4*10 gp with which to buy initial equipment.


Gladiators were limited in their armor choice at the start of the game: they could choose one of three sets of gladiator armor, the Thracian, the Gallic, or the Samnite.

Furthermore, gladiators are recognizable and notable people, making any attempt to go incognito prone to disaster. This small amount of fame also attracts promoters and managers (often of a less-than-savory type) hoping to pay the gladiator lots of money to do risky or distasteful fights. Some go to quite extreme lengths to get the gladiator to agree to fight, if money doesn't motivate them.

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