Base Class: Fighter
Hoplomachus
A Hoplomachus is a Roman gladiator styled after the ancient Greek warriors called Hoplites, citizen soldiers known for their heavy armor and long spears.
Matchups with the Murmillo
The Romans love a spectacle, and if a history lesson is included, all the better. So matchups between the Murmillo representing Rome, and the Hoplomachus, representing one time arch rival Greece, would give a coliseum crowd a clear combatant to love and one to hate, similar to the good guys and bad guys in modern TV wrestling. The Murmillo was the "us" and the Hoplomachus the "them."
Weaponry and Armor
There is much commonality in weaponry and armor among the various styles of gladiator, and it takes a trained eye to tell which is which. The helmet of the Hoplomachus, for example, has much in common with the Murmillo's cassis crista helm but with a crest on top that mimics ancient Grecian styles.
Both of these fighters used shortswords and shields with a protective sleeve made of cloth, leather, or metal called a manica, worn on the weapon arm. The Roman shortsword, however, the gladius, is primarily a piercing weapon while the Greek xiphos is equally effective slashing as it is piercing. In reality, many Hoplomachus use a gladius instead of a xiphon as a matter of practicality.
The major difference between these two combatants is that the xiphos, or gladius, is a Hoplomachus' secondary weapon. Their primary weapon is the hasta, a spear (originally a Greek spear called a dory) roughly eight feet in length that offers amazing versatility in the arena.
Another big difference between these two warriors is their shields. The Murmillo uses the same rectangular scutum used by the Roman Legions. It's a fairly large shield and covers much of the leg of the Murmillo. That allows that fighter to wear one greave called an ocrea that comes up to below the knee on their shield leg. With the smaller, round parma , or hoplon, shield of the Hoplomachus, they are forced to wear ocrea that come up to mid-thigh on both legs. They and the Thraex also frequently wear fasciae (quilted cloth armor used for padding) that covers the entire leg, even to the point of being padded pants.
The helmets of the Murmillo, Thraex, and Hoplomachus are very similar and are called Type III helmets by archeologists.
Ultimately it's the weapons that distinguish these gladiator types. The Murmillo has only the gladius and a large shield that can be used as a bludgeoning weapon but that primarily provides solid defense. The Hoplomachus, with their hasta, can fend off many gladius attacks, tiring their opponent, and probing for weakness in their defenses from a safe distance.
Technique
The Hoplomachus also employs a technique where they make a jumping and lunging attack meant to go over the top of their opponent's shield. That same attack can leave them open to counter attack if they miss, however. It's easier to take an opponent's spear from them when they over-extend as well.
The Coliseum Crowd
These things are what make these matchups so entertaining for the spectators in the coliseum. They know all of these strategies and eagerly anticipate each move before it happens, knowing each combatant's repertoire before the games even start. Again, just like in wrestling, you know that special hold or move is coming, and the suspense, the waiting, keeps you involved and invested.
Road to Adventure
So how does the Hoplomachus fare on the adventurer's trail outside of the arena? They may not be frontline fighters but they can hold their own. Their spot on the team is one of harasser and skirmisher rather than tank, but they can be an effective damage dealer and can put some crowd control features into effect.
Once the Hoplomachus begins to gain those level features, they will truly shine in combat and, as a former gladiator, will be great fun to roleplay.
Hoplomachus Skills
Shield Rush
You can perform a shield rush with your parma a number of times per long rest equal to your STR modifier. The rush will knock an opponent prone on a failed DC 13 STR saving throw and inflict 1d4 + STR modifier bludgeoning damage. This damage scales to 2d4 at 10th level.
Off-hand Weapon
You can also use your shield as an offhand weapon that can do 1d4 + STR modifier bludgeoning damage as a bonus action. This damage and the DCs associated with shield attacks and other special moves scale with level, the damage from the shield becoming 2d4 at 10th level.
Athletics Proficiency
You gain proficiency in the Strength (Athletics) skill if you don't already have it.
Hoplomachus Armor
Your Armor
You wear a very specific armor set on which you've spent many hours of practice. It may not look like a lot to the plate mail wearing paladin, but it's heavy and effective when you know how to use it. It consists of manica (cloth, leather, or metal sleeve on the weapon arm), a subligaculum (loincloth), a wide leather and metal belt to protect the abdomen called the balteus, metal greaves to protect the shins and all the way to the mid thigh called ocrea, these are worn over a pant of quilted armor padding called fasciae, a smallish round shield called a parma or hopla, and the cassis, or helmet, that was wide-brimmed and crested with faceplate with grille eye coverings. The helmet is designed to hold feather plumes on either side.
Restrictions
None of these items may be changed out for any other type of armor except for the parma where a typical shield my take its place. You may find magical versions of some of this armor and that's acceptable. You may also wear AC boosting magic items as long as they don't replace any part of your Hoplomachus armor, i.e. rings, cloaks, talismans, gauntlets, etc.
Note: A custom entry should be made in your inventory named Hoplomachus Armor and the price should be 50 gp and the weight should be 20 lbs.
Base Armor Class
Your base armor class is 13 rather than 10. This scales with level so that it becomes a base of 15 at 10th level, and a base of 17 at 15th level.
Advanced Techniques
At 7th level, you've gained three new fighting maneuvers, the spear sweep, the jumping lunge, and the shield kick.
New Fighting Maneuvers
Spear Sweep: The spear sweep is an action you may use a number of times equal to your STR modifier per long rest. You swing your hasta's shaft in a great arc aimed at your opponent's feet. If the strike is successful, they take 1d4 + STR mod bludgeoning damage and must make a DC 15 STR saving throw. On a failed save, they are knocked prone for one round and their movement speed is halved for one subsequent round. On a successful save, there is no effect other than the normal damage. The DC for this attack scales with level as does the DC for the shield rush. The bludgeoning damage for this attack scales to 2d4 at 15th level.
Jumping Lunge: The jumping lunge is an action you may use a number of times equal to your STR modifier per long rest. You move toward your opponent and jump into the air, holding your hasta over your head and striking down from a higher position to avoid their shield or defensive stance. You have a -5 to hit penalty on this action. If this attack is successful, you score a critical hit if the opponent fails a DC 15 DEX saving throw. Otherwise you inflict normal damage. If you roll a natural 20 on your attack roll, your strike does an additional two dice of damage. Your reach on this attack extends to 15 feet. This DC also scales with level. Damage for this attack scales to 3d6 at 10th level, 4d6 at 15th level, and 6d6 at 18th level. Additionally, the critical damage range for this attack scales with level, 19 or 20 at 7th level, 18-20 at 10th level, 17-20 at 15th level, and 16-20 at 18th level.
Shield Kick: As a bonus action, up to three times per long rest, you can kick your opponent's shield as hard as you're able. The attack does no damage but, if they fail a DC 13 STR saving throw, they're knocked prone.
Improved Critical
At 7th level, you score critical hits on rolls of 19 or 20.
Initiative Rolls and Bonuses
You gain a +2 bonus to your initiative rolls and twice proficiency in your Strength (Athletics) and Dexterity (Acrobatics) skills. You also get the Athlete feat.
Hasta Tornado
New Maneuver
You have picked up a new maneuver you may use a number of times equal to your STR modifier per long rest. Holding your hasta over your head, you twirl it a few quick revolutions before coming down on your opponent's vulnerable neck area. If your attack hits (with a -5 penalty), your opponent must make a DC 17 WIS saving throw or take your strike to their neck doing 3d6 + STR modifier piercing damage, double that on a natural critical roll to hit. The wound continues to drain 1d4 blood from your enemy until the bleeding is stopped by a healer's kit or healing spell. This special attack can't be used on an enemy more than once, whether it's a successful attack or not.
Armor and Other Bonuses
Base AC Increase and Bonuses
Your base AC improves to 15. You have advantage on STR and DEX ability checks. You further gain a +2 bonus to your Strength attacks and twice proficiency with your Charisma (Intimidation) skill.
Shield Bash
Shield Bash
You can attack your opponent's head with your shield as an action. The attack does 2d6 + STR modifier bludgeoning damage on a successful strike and, if the enemy fails a DC 19 CON saving throw, suffers the stunned condition for one round.
Improved Base AC
Your base AC score is now 17.
Improved Critical
At 15th level, you score a critical hit on a roll of 18-20.
Note: If you use your shield for an action, you can't use it for a bonus action.
Recipe Ferrum!
Killing Stroke
At 18th level, up to three times per long rest, you may try a killing stroke on a humanoid opponent of medium or small size, if they are at half their hit point maximum or less.
You try to stab your xiphon into their neck from above, attacking with a -5 penalty to hit. Whether you land the stroke or not, the attempt counts against your three per long rest limit. If your attack is successful, the opponent must make a DC 15 CON saving throw or be immediately reduced to 0 hit points. If their save is successful, they still take double normal weapon damage.
Note: Although intended specifically for medium to small humanoids, it's at your DM's discretion at to what creatures this feature might be used against.
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