Fighter
Base Class: Fighter

Hoplites stand tall on the battlefield and are essentially impossible to force to retreat. They are especially dangerous when they work together as they can interlock their shields and essentially become an immovable object forcing the battle to revolve around them. Additionally, their specialized training makes then very difficult to kill as their willpower is unmatched.

Shield Bash (Level 3)

When you use the Attack action to make a weapon attack, you can use your bonus action to do a shield bash. This is a normal weapon attack, and you are proficient with your shield as a weapon. It does 1d6 bludgeoning damage. If it hits, and the target is Large or smaller, the target must make an Athletics or Acrobatics check against your Athletics skill or be knocked back 10 feet (this movement does not provoke opportunity attacks). You can only do this once per round.

The damage from this attack increases 1d8 at level 10, and 1d10 at level 18.

Finish the Fight (Level 7)

When you use your 2 Wind feature, the hit points you recover increases to 1d12+1.5 times your fighter level (rounded up).

Soldier's Discipline (Level 7)

You have advantage on rolls against becoming charmed or frightened. And on rolls to break such conditions.

With Your Shield or On It (Level 10)

The damage for your shield bash increases to 1d8 and counts as magical for overcoming resistances

When wielding a shield, you cannot be knocked back or prone unless you are incapacitated or unconscious.

Olympian (Level 10)

You gain proficiency with either the Athletics or Acrobatics skill. If you are already proficient with the skill you chose, you may add double your proficiency bonus to skill checks with it.

Shield Mastery (Level 15)

When you would make a Dexterity saving throw against an effect that you can see (trap, spell, etc…), you can use your Strength modifier instead. And if you would take half damage on a successful save, you now take no damage.

If an ally that is taking advantage of you Shield Wall feature makes a Dexterity save against an effect that you can see (trap, spell, etc…), you can use your reaction to add your shield’s AC bonus to their roll. You can only give this to 1 ally per turn.

Last Stand (Level 18)

If you fall to 0 hit points (but aren’t killed outright), you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. During this turn you may only use 1 action and 1 bonus action, you may not use your Action Surge feature.

You have 0 hit points during the extra turn, taking damage causes death saving throws as normal. When the extra turn ends, you fall unconscious if you still have 0 hit points. You can only use this feature once per long rest.

Additionally, the damage for your shield bash increases to 1d10.

 

Rally to Me (Level 18)

When you use your 2nd Wind feature, the hit points you regain increases to 1d12+ 2 times your fighter level. Additionally, up to 3 allies within 15ft of you also regain hit points equal to your fighter level.

Shield Wall (Level 3)

If you are standing within 5 feet of an ally, they can add your shield’s AC bonus to their own AC. Only 2 allies may take advantage of this at any one time. If they are also wielding a shield, you can add their shield’s AC bonus to your own AC. This does not stack, each character may only add 1 additional shield AC bonus to their own AC.

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9/17/2022 10:40:44 PM
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