Ben Cummings
2021-08-16, 12:11 AM
Recently got back to making some homebrew subclasses after many months off. I've come across a hoplite subclass in the past, but it seemed too wordy for my taste, so I wanted to make my own iteration. I am going for a tank/control class that feels like heavy infantry that can either hold it position or dislodge the enemy from theirs. Let me know if the ability seem appropriate for the theme, if the wording is correct, power level is balanced, or anything else that could be done to improve the class.
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Hoplite
For hundreds of years, the Hoplite dominated the battlefield, crushing lighter infantry and repelling cavalry with a nigh impenetrable phalanx formation. With advances in tactics and technology, as well as the expense of maintaining such well trained and equipped infantry, the hoplite has fallen out of fashion. Some wealthy kingdoms maintain a small retinue of elite hoplite troops, and, most notably, hobgoblins have maintained the use of the hoplite as the backbone of their army, providing them a level of security while surrounded by hostile neighbors.
Phalanx Grip: Starting at 3rd level, long hours of training have made you an expert with the pike. In your hands, a pike loses the two-handed quality, deals 1d8 piercing damage, and gains the versatile (d10) quality.
Push Back: At 3rd level, you learn to batter away your enemies with your shield. As long as you are wielding a shield, you may use a bonus action to shove a creature within 5 ft. of you. If the target is the same size as you or smaller, you gain a +2 bonus to your Strength (Athletics) check. If you successfully push your target away, you may move into the space it has occupied as part of the bonus action.
Shield Wall: Starting at 7th level, you have become an expert at defending yourself and those around you with your shield. While wielding a shield, you and each ally within 5 ft. of you gain a +1 to armor class. This bonus can only be gained once even if adjacent to more than one character with Shield Wall; this ability increases to +2 at 15th level. In addition, you gain a +1 bonus to armor class while within 5 ft. of an ally with a shield. You may gain this bonus up to 2 times. The bonus provided by you or an ally does not apply if either individual is incapacitated, grappled, restrained, or prone.
March of the Victorious: At 7th level, vigorous military training allows you to push through exhaustion while marching. While traveling on foot, you and up 10 other allies within 30 ft. of you gain advantage on Constitution saves to avoid exhaustion from Forced March.
Spear Wall: At 10th level, those who charge your position meet first the deadly point of your pike. Creatures provoke an attack of opportunity when they enter a space that you threaten with a pike or spear. If you hit the creature with this attack of opportunity, you reduce the creature's speed to 0.
Press Forward: At 15th level, you use your pike and shield to force your foes backwards. When you successfully shove a target with a weapon or shield, you automatically deal damage to that target equal to your Strength modifier + the magical item bonus of the shield or weapon you are using. This damage is of the type of the weapon (bludgeoning in the case of shields).
Under Heel: Starting at 15th level, you crush your enemies under your feet as you relentlessly push forward. You may move through spaces occupied by prone enemies, though you may not end in your turn in an occupied space. If you move through a prone enemy's space, you may deal bludgeoning damage equal to your Strength modifier to that enemy. Spaces occupied by prone enemies count as difficult terrain.
You Shall Not Pass: At 18th level, you may push back wave after wave of foes. When you attempt a shove action as part of an attack of opportunity, you do not need to use your reaction. You may use this ability a number of times equal to your Constitution modifier per a round.
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Hoplite
For hundreds of years, the Hoplite dominated the battlefield, crushing lighter infantry and repelling cavalry with a nigh impenetrable phalanx formation. With advances in tactics and technology, as well as the expense of maintaining such well trained and equipped infantry, the hoplite has fallen out of fashion. Some wealthy kingdoms maintain a small retinue of elite hoplite troops, and, most notably, hobgoblins have maintained the use of the hoplite as the backbone of their army, providing them a level of security while surrounded by hostile neighbors.
Phalanx Grip: Starting at 3rd level, long hours of training have made you an expert with the pike. In your hands, a pike loses the two-handed quality, deals 1d8 piercing damage, and gains the versatile (d10) quality.
Push Back: At 3rd level, you learn to batter away your enemies with your shield. As long as you are wielding a shield, you may use a bonus action to shove a creature within 5 ft. of you. If the target is the same size as you or smaller, you gain a +2 bonus to your Strength (Athletics) check. If you successfully push your target away, you may move into the space it has occupied as part of the bonus action.
Shield Wall: Starting at 7th level, you have become an expert at defending yourself and those around you with your shield. While wielding a shield, you and each ally within 5 ft. of you gain a +1 to armor class. This bonus can only be gained once even if adjacent to more than one character with Shield Wall; this ability increases to +2 at 15th level. In addition, you gain a +1 bonus to armor class while within 5 ft. of an ally with a shield. You may gain this bonus up to 2 times. The bonus provided by you or an ally does not apply if either individual is incapacitated, grappled, restrained, or prone.
March of the Victorious: At 7th level, vigorous military training allows you to push through exhaustion while marching. While traveling on foot, you and up 10 other allies within 30 ft. of you gain advantage on Constitution saves to avoid exhaustion from Forced March.
Spear Wall: At 10th level, those who charge your position meet first the deadly point of your pike. Creatures provoke an attack of opportunity when they enter a space that you threaten with a pike or spear. If you hit the creature with this attack of opportunity, you reduce the creature's speed to 0.
Press Forward: At 15th level, you use your pike and shield to force your foes backwards. When you successfully shove a target with a weapon or shield, you automatically deal damage to that target equal to your Strength modifier + the magical item bonus of the shield or weapon you are using. This damage is of the type of the weapon (bludgeoning in the case of shields).
Under Heel: Starting at 15th level, you crush your enemies under your feet as you relentlessly push forward. You may move through spaces occupied by prone enemies, though you may not end in your turn in an occupied space. If you move through a prone enemy's space, you may deal bludgeoning damage equal to your Strength modifier to that enemy. Spaces occupied by prone enemies count as difficult terrain.
You Shall Not Pass: At 18th level, you may push back wave after wave of foes. When you attempt a shove action as part of an attack of opportunity, you do not need to use your reaction. You may use this ability a number of times equal to your Constitution modifier per a round.