Hoplite (5e Subclass)
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Hoplites strive to find the perfect balance between offense and defense. Using shields and spears to fight, a warrior of this archetype is a force to be reckoned with.
The hoplite warriors are trained to use different stances for different situations. Entering or exiting a stance is done by using a bonus action. The hoplite can only use one stance at a time. If the hoplite has more than one stance available from this martial archetype, he can go from one stance granted by the archetype to another as a bonus action. If you are paralyzed, incapacitated or unconscious you lose your stance.
- Phalanx stance
When you choose this martial archetype at 3rd level you learn the Phalanx stance, to fight beside your brethren. You enter the stance on your round using a bonus action if you have equipped a shield and before you use any movement. When you enter this stance, choose three squares adjacent to you and orthogonally adjacent to at least one of the others. These three squares are your front. As an bonus action, or before you perform an attack as part of an Attack action you can change which three squares are your front. If you move or are moved, you have no front until you either use an attack action, or use an bonus action to set a new front. As a visual aid, when using a battle map, place a small marker in the center square of your front.
In the Phalanx stance you have half move and can only attack enemies for whom the shortest path from you to them goes through a square in your front.
As long as you are in this stance, every adjacent ally who is not in your front gets half-cover, and you do not give cover to opponents for adjacent allies.
From 7th level, when in this stance, you can use a bonus action to give an adjacent ally who is not in your front three-quarters cover rather than half cover.
From 10th level, when in this stance, you can use an action to switch places with an adjacent ally who is not adjacent to any squares in your front. That ally gets to do an melee weapon attack, and has advantage on the attack roll.
From 15th level, when in this stance, you have advantage on all rolls to resist being shoved or knocked prone.
- Lone Defender stance
Starting at 7th level you learn to use the Lone Defender stance, to help you survive until you get back in formation. To enter this stance you must be wielding a shield and using medium, light or no armor.
In this stance you add half your proficiency bonus to your AC against attacks and to reflex saving throws, or get bonuses from cover if you have any - whichever is greater.
If a melee attack misses you, you can use your reaction to move the attacker 5 feet into an unoccupied space, shoving the weapon hard with your shield.
From 10th level, if you are in the Lone Defender stance and wielding a javelin, spear, short sword or trident and is subject to an attack, you can spend your reaction to retaliate after the attack against you is resolved. Attack the opponent with a shield, javelin, spear or trident.
From 15th level, if you are in the Lone Defender stance and damage an opponent with a spear, trident, short sword or javelin you can spend a bonus action to give that opponent disadvantage on attacks against you until the end of your next turn.
- Hero stance
You inhabit the stories of the heroes of old. From 10th level you can enter the Hero stance as a bonus action if you are wearing medium, light or no armor.
In this stance your AC increases by 1. In addition you get +1 to attack rolls made with with shields, spears, javelins, tridents, short swords and unarmed strike, and add your proficiency bonus to damage with the same weapons. If you are using a shield you have advantage on reflex saving throws.
Also, in this stance, your proficiency bonus with Athletics and Acrobatics - if any - is doubled.
In the Hero stance, when grappling opponents who are of a size category greater than yours, you grapple as if you are one size category greater than you otherwise would.
From 15th level, when in this stance you can use your bonus action to give yourself advantage on one attack roll or strength, dexterity or constitution ability check made before the end of your next turn.
From 18th level, when in this stance, spears count as having the reach property when you wield them.
- Olympic Thrower
At 15th level your spear throws are those of legend. Every melee weapon you wield now has the thrown property, and the long range is increased by 15 feet for all melee weapons(from zero, for most of them). You no longer suffer penalties for attacking beyond normal range with thrown weapons.
As an action you can put all your might into one attack with a spear, javelin or trident. On a hit the attack deals 2d6 bonus piercing damage in addition to other damage with the weapon, and you make a Strength(Athletics) check contested by the targets Strength(Athletics) or Dexterity(Acrobatics) check. If you win the contest you either knock the target prone or push it 5 feet away from you.
- The Peoples' Shield
At 18 level, you become a glorious warrior of legend to look up to and therefore, should not fall in the face of danger.
- If you would fall prone, you can choose to not fall prone. Do this only once between each short rest.
- If you become frightened you can choose to not become frightened instead. Do this only once between each short rest.
- If you would become stunned you can choose to not become stunned instead. Do this only once between each short rest.
- If you would go unconscious from hit point damage, you can chose to instead have 1 hp. Do this only once between each short rest.
- If you would die from failing a death saving throw, you instead succeeded on the death saving throw. Do this only once between each short rest.