Fighter - Hoplite Soldier
Hit Points
Hit Dice: d4 per Fighter - Hoplite Soldier level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
The rank-and-file warriors of large cities are sometimes trained to fight in large armies of identically-outfitted soldiers called hoplites. Hoplites fight behind heavy shields , which have notches to accommodate the use of spears and javelins. Additionally, they may carry a sword called a Xiphos for close quarters combat. Hoplites are famous for the use of the Phalanx formation, which allows many soldiers to band together closely, benefiting from the protection of their neighbor’s shield.
Class Features
Optional Fighting Style: Hoplite
When you select your fighting style at 1st level, you may choose this one. While you are wielding a shield, you are alert to attacks made against nearby allies. Whenever a creature attacks an ally standing within 5 feet of you with a melee attack, you may use your reaction to make a melee opportunity attack against the offending creature.
Phalanx (Shield Wall)
Starting when you choose this archetype at 3rd level, you can use a bonus action to activate your Shield Wall ability. You may use this ability once, and you regain the ability to do so after completing a long rest.
Shield Wall. For 1 minute, you and every ally who can see or hear you gains +2 AC as long as they are standing within 5 feet of an ally who is using a shield. Additionally, your allies wielding shields gain an additional +1 AC from their own shields (this includes you). This ability does not stack with itself.
Spear Mastery
Starting at 7th level, your damage dice with spears, tridents, and javelins increases to d8 (d10 when wielded with two hands), and your melee attack range with these weapons is increased to 10 feet. When you make an attack with one of these weapons, you may use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals bludgeoning damage.
Disciplined Defense
Starting at 10th level, you are practiced at using your shield to intercede and protect allies. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to add your proficiency bonus to the target's AC until the beginning of your next turn. You must be wielding a shield.
Shield Buster
Starting at 15th level, your attacks score a critical hit on a roll of 19 or 20. When you score a critical hit with a melee weapon, you knock away your target’s shield if they are wielding one. The shield lands in a free space up to 10 ft. away. If your target is not wielding a shield, then they suffer an additional d6 damage from the sheer force of your weapon attack.
Phalanx Wrecker
Starting at 18th level, you have become a whirling machine of death in close quarters combat. When you take the Attack action, you can forgo one of your attacks to make a single melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.