Base Class: Fighter
A Hoplite is an elite soldier wielding a Dory spear and a Hoplite shield. His goal: to overrun the enemy by brute force. He charges into battle stabbing with his spear overhanded while pushing forward with his shield. In formation, his shield overlaps with his fellow soldiers'. Those behind him push him forward with their shields. Hoplites believe the only way to end a battle is by charging forward into it. To play a Hoplite means you will master the art of charging into battle and overrunning your enemies. This is the most effective and most gruesome form of combat. To play a Hoplite means there is no turning back.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in the Athletics skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Perception, Intimidation, or Survival.
Your proficiency bonus is doubled for any ability check you make that uses Athletics. You receive this benefit regardless of the skill proficiency you gain from this feature.
Athletics
You gain proficiency in the Athletics skill.
Intimidation
You gain proficiency in the Intimidation skill.
Perception
You gain proficiency in the Perception skill.
Survival
You gain proficiency in the Survival skill.
Hoplite Training
Beginning when you choose this archetype at 3rd level, you can take the shove action as a bonus action, but only to push. When you succeed on a shove using this ability, you advance 5ft. towards the enemy you pushed. This movement does not provoke attacks of opportunity.
Additionally, you gain proficiency in a Dory, a martial spear used by the Hoplites. Dories have two pointed ends. The front end is lighter, with a leaf-shaped iron spearhead. The back is weighted to be heavier, with iron spike. The spear is used overhanded to charge and stab enemies until it breaks. After the Dory breaks, the grip is switched to use the iron spike to make quick underhanded stabs.
In game, a Dory is a one-handed weapon with the heavy and reach properties. It deals 1d8 piercing damage at 10ft, and 1d6 piercing damage at 5ft. Attacks made within 5ft have disadvantage. If you roll a 1 while attacking or shoving with the Dory, the front end breaks, and it loses the reach property. After the Dory is broken in this way, you can make the 5ft attack with it at no disadvantage.
Given access to the materials, you can craft a Dory. Materials cost 10gp, and it takes one day to craft.
Power in Momentum
Starting at 7th level, you can substitute any number of your attacks to take the shove action, but only to push. Whenever you succeed on a shove, the next shove action is taken at advantage as long as it's on the same turn.
Any time you succeed on a shove to push a creature, roll damage as if you had hit the creature with a melee weapon attack with whichever weapon you are wielding. The creature takes half the damage, rounded down. You can then move 5ft towards the creature. This movement does not provoke opportunity attacks.
Forward Onslaught
Starting at 10th level, you gain the following benefits.
You have advantage on any save or check to avoid being pushed or knocked prone.
Whenever you succeed on a shove attempt by 5 or more the target is pushed 10ft and you can advance 10ft towards the target. This movement does not provoke opportunity attacks.
For every 5ft that a target of your shove is pushed against a solid surface, the target and that surface take 5 bludgeoning damage and you do not advance towards them.
The Aggressor
Starting at 15th level, you can shove huge creatures. Additionally, whenever your dory breaks, you immediately advance 5ft and take 2 attacks. This movement does not provoke attacks of opportunity. Any time you make a melee attack role with a Dory you can choose to attack at disadvantage. If the attacks hits, you role damage as normal but the Dory also breaks.
Unstoppable Force
At 18th level, you cannot be overrun. At the start of your turn you can choose to take 18 instead of rolling on all shove attempts made during your turn. You can shove gargantuan creatures while this ability is active. You regain the use of this ability after a long rest.
Additionally, you automatically succeed any saving throws and ability checks to avoid being pushed or knocked prone unless you are incapacitated.
Previous Versions
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