Fighter
Base Class: Fighter

The Hoplite is a warrior whose singular prowess and skill can defy even the most overwhelming odds. They are a hero among lesser warriors, the champion of a great army, or a band of mighty myrmidons. The Hoplite's discipline and tenacity set them apart from other fighters. They excel at both holding a defensive line and breaking from their ranks to weave through a battlefield, devastating multiple foes.

Stance Change

Starting at 3rd Level, as an action the Hoplite can shift their stance to suit the flow of battle. These stances override certain stats of the Hoplite, and open up strategic Tactics for their disposal.

Offensive Stance. Taking an Offensive Stance Lowers the Hoplite's AC by 2 and increases their movement by 10ft.

Defensive Stance. Taking a Defensive Stance Raises the Hoplite's AC by 2 and Lowers their speed by 10ft.

Battle Valor

The Hoplite is a master of turning the tides of the battlefield through a blend of careful tactics and wild vigor. This control of warfare is funded by the Hoplite's "Valor"

Each Tactic a Hoplite has at their disposal has a certain Valor cost and Prerequisite. Meeting both of these criteria, the Hoplite can apply one tactic per attack.

The Hoplite has a number of Valor equal to their Strength Modifier + their Proficiency Bonus. Valor is regained after a long rest, or upon DM Discretion after particularly honorable actions. These actions can include, but are not limited to:

  • Protecting allies
  • Engaging with multiple enemies at once
  • Endangering themselves
  • Creative use of abilities
  • Dealing damage equal to more than half of a creatures remaining hit points in a single blow.

Tactics

Battle Tactics are the mode by which the Hoplite controls the battlefield. Detailed below are the Tactics the Hoplite can use, organized by Stance and Valor cost.


 

Challenge Honor. Prerequisite: While In Defensive Stance, be within 30ft. of a conscious target. Valor Cost: Minimum of 3

As an action, The Hoplite taunts target and compels a duel. The target must make a Wisdom Saving throw equal to 10 + the Valor spent on this Tactic. Animals, Beasts, and Targets with a 4 Intelligence or lower are immune to this Tactic. On a failure the target can only use its action and movement to attack the Hoplite. The target can attempt the save again at the end of its turns. So long as the target is affected, The Hoplite gains a +1 AC and is immune to critical hits.

Defender. Prerequisite: While in Defensive Stance, be within 5ft. of an ally targeted by an attack. Valor Cost: 1

When an ally within 5ft. of the Hoplite is targeted by a melee or ranged weapon attack, the Hoplite can intercept the attack and take the damage themselves.

Defensive Mastermind. Prerequisite: While in Defensive Stance, avoid using the Attack Action on your turn. Valor Cost: Minimum of 1

Bolster your resolve and trade aggression for security. If the Hoplite has not taken the Attack Action on their turn, they can choose to raise their AC a number equal to the Valor spent on this Tactic. This bonus lasts until the start of their next turn.

Phalanx Tactics. Prerequisite: While in Defensive Stance, move less than half of your max movement speed and end your turn next to an ally. Valor Cost: 1

When ending your turn 5ft. away from an ally, both you and the all gain +1 to AC. An ally can only gain the benefit from this Tactic once.

Shield Bash. Prerequisite: While In Defensive Stance and wielding a shield, move at least half of your movement. Valor Cost: Minimum of 1

As an Action you attack with your shield, dealing 1d4+Strength Mod Bludgeoning Damage and impose a Strength Saving Throw on the target. Upon a failure, the target is pushed back in a straight line a number of feet equal to the Valor spent on this Tactic x10.


 

Aggression. Prerequisite: On the same turn when changing to an Offensive Stance. Valor Cost: 1

On the same turn when changing to an Offensive Stance the Hoplite rolls critical damage on 19s and 20s, rolls melee attacks with advantage, and can use their bonus action to make one melee attack.

Form Rank. Prerequisite: While in Offensive Stance, attack a target while an ally is 5ft. away from both you and the target. Valor Cost: Minimum of 1

When you attack an enemy within 5ft. of an ally, the Hoplite and their ally add a number of d6 damage equal to the Valor spent on this Tactic of their weapons type to damage rolls. This bonus only applies to a single attack.

Hoplite's Mark. Prerequisite: While in Offensive Stance, successfully hit a target with a thrown melee weapon. Valor Cost: 2

After successfully hitting a target with a thrown melee attack, the Hoplite gains 10ft. of movement until the end of their next turn. All attacks against the target are made with advantage until the end of the Hoplites next turn.

Implacable. Prerequisite: While in Offensive Stance, reduce a target to 0 HP on your turn. Valor Cost: 2

After successfully reducing a target to 0 HP, spend 2 Valor to gain an extra action

Rally. Prerequisite: Be in Offensive Stance. Valor Cost: Minimum of 1

With a fearsome battle cry or sage wisdom, the Hoplite grants themselves and all allies within 20ft. of them temporary hit points. Roll a number of d4 equal to the Valor spent on this Tactic. Each ally gains that many temporary hit points.

 

A Legion of One

Starting at 7th Level, the strength and Resiliency of an Army, bound within a single warrior. The Hoplite can utilize their Battle Valor even outside of combat. When making a skill check, the Hoplite expend any number of valor they currently have to add an equal number to the skill check. This number must be declared after the roll is made, but before the outcome is determined.

Hot Swap

Starting at 10th Level, a Stance Change can be done as a bonus action instead of as an Action. When the Hoplite goes from an Offensive Stance to a Defensive Stance, they gain the benefit of a disengage action until the end of their next turn. When a Hoplite goes from a Defensive Stance to an Offensive Stance, they gain 1d6 temporary hit points.

Bronze Will

Starting at 15th Lever,  the Hoplite steels their nerve and forges ahead, forever ready and able to lead their allies into battle. The Hoplite restores all Valor at the end of a short rest and a long rest.

No Retreat

Starting at 18th Level, the Hoplite continues to fight even when the should have fallen. When the Hoplite is reduced to 0 HP, they do not fall unconscious, nor to they begin their Death Saving Throws. The Hoplite remains up and may take their actions as normal so long as they have Valor Remaining. At they end of each of the Hoplite's turns, they lose one Valor. If the Hoplite has no Valor to expend, they fall and begin their Death Saving Throws with one Failed Save automatically.

Hoplite Image

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