The Hoplite - A Fighter Archetype

by haimurashoichi

Search GM Binder Visit User Profile

Hoplite

This fighter archetype encompasses warriors who learned to use the spear and shield as the staple of their lifelong training to protect home, country, family or even their way of life. They have developed their specific fighting style to use polearms to their full extent, specializing in using their body and shield as weapons, and using the spear's increased strength, range and versatility to their advantage.

Master of combat with the shield and spear, they can use their weapons to full effect, and synergize well in large quantities. Fighting a group of phalanx warriors is most certainly an undertaking most warriors would fear.

Spear Training

Beginning when you choose this archetype at 3rd level, you show your resolve and commitment to the spear, increasing their deadliness and letting it become an extension of your hand and wit in the process.

  • The damage die of the spear is increased to a d8, or 1d10 when two-handed.
  • You may switch the damage type to slashing or piercing damage for your melee attacks made with the spear.

Shield Bash

At 3rd level, you extend your martial prowess with variability by making your shield an effective tool on the battlefield.

  • When you take the attack action, you can use a bonus action to make a melee attack with your shield. This attack uses Strength as its modifier. The shield's damage die is a d4, and it deals bludgeoning damage. If the target is a medium or smaller creature, it must succeed on a Strength saving throw or be knocked prone.

The DC equals 8 + your proficiency bonus + your Strength modifier. You can use this ability a number of times equal to your Strength modifier per short or long rest (minimum of 1).

Shield Wall

Beginning at 7th level, you use your shield to protect yourself from certain area effects.

  • When you are subjected to an effect while wielding a shield that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Reposition & Strike

At 10th level, you become more responsive to the situation at hand, adapting to your enemy and their position.

  • As part of an oppurtunity attack, you can additionally move half your speed in any direction without provoking an opportunity attack in return.

Phalanx's Protection

At 15th level, you are able to extend the reach of your shield's protection.

  • If another creature you can see within 30 feet takes damage, you can use your reaction to half the damage by throwing your shield in the way. If the damage is from a critical hit, roll 1d6. On a 1, your shield takes the full damage instead and breaks, otherwise the damage is halved as per normal. A magic shield will not break.

You can use this ability a number of times equal to your Strength modifier per short or long rest (minimum of 1).

Piercing Throw

At 18th level, when making a successful thrown attack, you can choose to impale your target. The attack gains the following properties.

  • The target must make a Constitution saving throw or be knocked back 15 feet. If its size is medium or smaller and fails the saving throw, the creature is impaled and gains the restrained status. The target may only use its action on each of its turns to make a Strength saving throw or take 1d8 piercing damage and remain restrained. On a success, the target pulls out the spear and is no longer impaled.

The DC equals 8 + your proficiency bonus + your Strength modifier. You can use this ability a number of times equal to your Strength modifier per short or long rest (minimum of 1).


Made by:

haimurashoichi

Image Source: