Fighter
Base Class: Fighter

The hoplite is a fighter who has trained rigorously with shield and polearm in hand. They feel most comfortable in combat shoulder to shoulder with their allies, protecting each others weaknesses with simple but effective combat formations. A lone hoplite may be only an average fighter, but in greater numbers, many foes may find it impossible to even land a hit.

The Best Offense is a Good Defense

Starting at 3rd level, you gain the ability to make an opportunity attack when an enemy enters your threatened range.

Versatile Combatant

Starting at 3rd level, as long as you have an ally adjacent to you and are only wielding a shield in the other, you can wield a polearm (spear, javelin, glaive, halberd, pike, or trident) in one hand. With the trident and spear, as they don’t have the two handed property but are versatile, you may use the “two-handed” die under the same circumstances.

Shield Wall

Starting at 7th level, as long as you have at least one ally adjacent to you, you both gain a +1 to AC. If you both are wielding a shield, ranged attacks have disadvantage to hit you and any allies adjacent to you.

Lunge

Starting at level 10, when you are using a polearm, shortsword, or dagger, you can expend a bonus action to double your jump distance and extend the reach of your weapon by 5 feet for one round.

Trample

Starting at level 15, if you make a melee attack against a creature, you do not provoke opportunity attacks from them for the next round, and if you hit with a melee attack against a creature, you can make a contested strength as a bonus action to knock the creature prone and trample them. Trampling an enemy in this way takes 10 feet of movement and deals 1d4 damage, and any adjacent allies may do so on their turn as well, provided they use the necessary movement and they do so during the following round. Even if you fail to knock the creature prone, they stop moving.

Phalanx

Starting at 18th level, your base walking speed increases by 20. Additionally, you gain two extra reactions, which you can only use to make Opportunity attacks, though they can be granted to you either by your The Best Offense is a Good Defense feature or the usual opportunity attack rules. If wielding a polearm, you also gain the ability to make opportunity attacks anytime a creature moves within your threatened range, even if they don’t enter or leave it.

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