Hoplite#

The rank-and-file warriors of large cities are sometimes trained to fight in large armies of identically outfitted soldiers called hoplites. Hoplites fight behind heavy shields, which have notches to accommodate the use of spears and javelins. Additionally, they may carry a dagger called a xiphos for close quarters combat. Hoplites are famous for the use of the phalanx formation, which allows many soldiers to band together closely, benefiting from the protection of their neighbor’s shield.

Level 3: Phalanx Fighting#

When you have a Shield equipped, you gain the following benefits:

Š You gain an additional +1 bonus to your AC.

Š You have Advantage on saving throws to avoid the

Prone condition or being pushed. Š Any Ally standing within 5 feet of you has Half Cover.

When you wield a spear, it gains the following properties:

Š It has the Reach property.

Š Damage increases to 1d8 (one-handed) or 1d10

(two-handed).

Level 3: Reprisal#

While you are wielding a weapon with the Reach property, whenever a creature within your reach makes an attack against an ally you can see, you can use your Reaction to make one melee attack against that creature.

If your attack hits, the target must subtract a number equal to your Proficiency Bonus from the triggering attack.

Level 7: Spear Mastery#

You gain the following benefits:

Improved Reach. When you wield a weapon with the Reach property, you add 10 feet to your reach instead of 5.

Improved Critical. Your attack rolls with javelins, or melee weapons with the Light or Reach property that also lack the Heavy property score a Critical Hit on a roll of 19 or 20 on the d20. Javelin Expert. When you wield a javelin, its damage die becomes 1d8, and its range becomes 60/180 feet.

illustrated quote
In the dance of shields, each soldier becomes a wall unto themselves, bound to their comrades by the steel they wield and the faith they bear. —Chondrus, Priest of Lutheria

Level 10: Shield Mastery#

You gain the following benefits while you have a Shield equipped:

Shield Rush. When you use your Tactical Shift feature, you charge a creature with your Shield. The target must succeed on a Strength saving throw (DC 8 plus your Strength Modifier and Proficiency Bonus) or take 1d4 Bludgeoning damage, and you may give the target the Prone condition, push it up to 10 feet, or both.

Shield Wall. When you are subjected to an effect that allows you to make a Dexterity saving throw to take half damage, you can use your Strength saving throw instead. You take no damage on a success and half damage on a failure. You may also choose one creature within 5 feet of you that is subjected to the same effect; they will take no damage if they succeed and only half damage if they fail.

Level 15: Promachos#

You are a champion of the front line, excelling in close combat and dueling.

Superior Critical. Your attack rolls with javelins, or melee weapons with the Light or Reach property that also lack the Heavy property score a Critical Hit on a roll of 19 or 20 on the d20. When you score a Critical Hit with a melee weapon, you deal additional damage equal to your Strength modifier. This extra damage is the same type as that dealt by the weapon. You knock away your target’s Shield if they are wielding one. The Shield lands in a free space up to 10 ft. away.

Heroic Riposte. When you are wielding a weapon in one hand and a creature misses you with a melee attack, you can take a Reaction to make one melee attack against it using a weapon with the Light property. You have Advantage on the attack roll, and you can both stow your one-handed weapon and draw this weapon as part of the same Reaction.

Level 18: Myrmidon Fury#

You have become a whirling machine of death in close quarters combat. When you take the Attack Action, you can forgo one of your attacks. When you do so, you may draw a melee weapon with the Light property as part of that forgoing, and then make one melee weapon attack with that Light weapon against each creature of your choice within 5 feet of you.

Make a separate attack roll for each target. You can use this feature once per turn.

Full-page art, p.256
Full-page art — p.256