Hoplomach in Ancient Greece | World Anvil
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Hoplomach

Hoplomach
  Hit Dice: d8 Proficiencies: Armor: Light armor, Shields Weapons: Simple Weapons, Martial Weapons Tools: None Saving Throws: Dexterity, Constitution Skills: Choose three from Animal Handling, Athletics, Acrobatics, Deception, Perception, Performance, Persuasion, Medicine, and Intimidation.
  1st: Proficiency Bonus: +2 Hoplomach Weapon:1d4 Lightly Armored, Hoplomach Weapons, Performance 2nd: Proficiency Bonus: +2 Hoplomach Weapon:1d4 Lightly Armored Movement 3rd: Proficiency Bonus: +2 Hoplomach Weapon:1d4 Hoplomach Archetype 4th: Proficiency Bonus: +2 Hoplomach Weapon:1d4 Ability Score Improvement, Evasion 5th: Proficiency Bonus: +3 Hoplomach Weapon:1d6 Extra Attack, Hoplomach Archetype Feature 6th: Proficiency Bonus: +3 Hoplomach Weapon:1d6 Deflect Missiles 7th: Proficiency Bonus: +3 Hoplomach Weapon:1d6 Furious Attack, Hoplomach Archetype Feature 8th: Proficiency Bonus: +3 Hoplomach Weapon:1d6 Ability Score Improvement 9th: Proficiency Bonus: +4 Hoplomach Weapon:1d6 Blindsense 10th: Proficiency Bonus:+4 Hoplomach Weapon:1d6 Ability Score Improvement 11th: Proficiency Bonus:+4 Hoplomach Weapon:1d8 Brave, Hoplomach Archetype Feature 12th: Proficiency Bonus:+4 Hoplomach Weapon:1d8 Ability Score Improvement 13th: Proficiency Bonus:+5 Hoplomach Weapon:1d8 Uncanny Dodge 14th: Proficiency Bonus:+5 Hoplomach Weapon:1d8 Extra Attack 15th: Proficiency Bonus:+5 Hoplomach Weapon:1d8 Hoplomach Archetype Feature 16th: Proficiency Bonus:+5 Hoplomach Weapon:1d8 Ability Score Improvement 17th: Proficiency Bonus:+6 Hoplomach Weapon:1d10 Intimidating Presence 18th: Proficiency Bonus:+6 Hoplomach Weapon:1d10 Last Breath 19th: Proficiency Bonus:+6 Hoplomach Weapon:1d10 Ability Score Improvement 20th: Proficiency Bonus:+6 Hoplomach Weapon:1d10 Vision of Heracles
  Lightly Armored - Beginning at 1st level, when you are wearing light or no armor and wielding no shield larger than a pelte, your AC is equal to 10 + your dexterity modifier + your charisma modifier.
  Hoplomach Weapons - When using a weapon from the Hoplomach Weapons list in the equipment section, you can use either the normal damage from the weapon or the damage from the Hoplomach Weapon column in the class table.
  Performance - The Hoplomach praises the Gods by putting on a show, which they call Extelesi. Each time the Hoplomach hits a creature and deals damage or is hit and takes damage, they gain a Performance Point. A Hoplomach starts with 3 Performance Points that refresh with a short rest. They can spend their Performance Points (shortened to PP from now on) to gain the following effects, with only one usable per round: Extra Attack - the Hoplomach can spend 2 PP to gain an extra attack when they take the attack action. Heavy Strike - After landing a blow, the Hoplomach can spend 3 PP to make the attack a critical hit. Take a Breath - The Hoplomach can spend 4 PP to immediately heal their own hit points equal to their Hoplomach level + charisma bonus + constitution bonus + 1d8. Disarming Strike - the Hoplomach can spend 3 PP to attempt to disarm their opponent. They make the attack with a bonus equal to the Hoplomach Weapon damage for a Hoplomach of their level. The target must make a Strength saving throw or drop one item of the Hoplomach’s choice at their feet. Defensive Movement - The Hoplomach can spend 4 PP to add a die equal to the Hoplomach Weapon damage for a Hoplomach of their level to their AC for one round. Call Your Shot - The Hoplomach can spend 5 PP in exchange for advantage on their next strike. Inspiring Resolve - Spend 3 PP to give a number of temporary hit points to an ally with 30 feet that can see and hear you equal to (your Hoplomach Weapon damage die + your charisma bonus). Tripping Attack - Spend 3 PP to attempt to trip your opponent with a strike. Make an attack roll with a bonus of your Hoplomach Weapon die. If successful, your opponent of large size or smaller must make a Strength saving throw or be knocked prone. Sweep the Leg - Spend 5 PP to attempt a tripping attack with a normal strike. In addition to your normal damage, your opponent of large size or smaller must make a strength saving throw or be knocked prone. Counter-strike - When an opponent misses you with a melee strike, you can spend 3 PP and your reaction to deal a devastating counter attack. You gain a bonus to your attack and damage roll equal to your Hoplomach Weapon damage die.
  Lightly Armored Movement – At 2nd level, when wearing light armor or no armor, your base speed increases by 10 feet.
  Hoplomach Archetype - At 3rd level, you choose one archetype: Beastmaster, Pankration, or Weapon Master. Your choice grants you features at 3rd level, and again at 5th, 7th, 11th, and 15th level.
  Ability Score Improvement - When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternately, you can take a feat in place of your Ability Score Improvement.
  Evasion - Beginning at 7th level, you can nimble dodge out of the way of certain area effects, such as a dragon’s breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed the saving throw, or half damage if you fail.
  Extra Attack - Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. At 14th level you can attack a third time with this feature.
  Deflect Missiles - Starting at 6th level, you can use your reaction to deflect or catch the missile when you are hit by a ranged attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Hoplomach level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile this way, you can spend 3 Performance Points to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, and the missile counts as a Hoplomach weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.
  Furious Attack - Starting at 7th level, you can take a -2 penalty to all attacks you make this round in exchange for an additional attack when you take the attack action.
  Blindsense - Starting at 9th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
  Brave - Starting at 11th level, you are immune to any fear effects as well as the frightened condition.
  Uncanny Dodge - Starting at 13th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
  Intimidating Presence - Beginning at 17th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If a creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds its saving throw, you can’t use this feature on that creature again for 24 hours.
  Last Breath - Starting at 18th level, when you are dropped to 0 hit points or lower you can dig deep to keep fighting. Make a Constitution saving throw (DC 10) to keep acting normally. In each subsequent round that you remain at 0 hit points or lower, the DC increases by 5. If killed outright, then cure spells will not bring you back from death even if you are still fighting with this feature, but you may continue to act normally as long as you are able to keep making the saving throw.
  Vision of Heracles - At 20th level you become the athletic ideal. You gain a permanent bonus to Strength, Dexterity Constitution, and Charisma of +2 each. This increases your maximum on those attributes by 2 as well.
  Hoplomach Archetypes
  Beastmaster
  At 3rd level when you choose this class, you have learned enough of the beast training techniques used in the world of arena combat to form a bond with an animal that will travel with you. You normally select a companion from the following animals: brown bear, boar, giant badger, mule, panther, ram, or wolf, but the DM might pick another animal for you. You can only have one animal companion at a time. If your animal companion is ever slain, you can purchase or find another animal and spend a week training them.
  Companion Bond - Your animal companion gains a variety of benefits while it is linked to you. The animal companion loses its Multiattack action, if it has one. The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes and so on. If you are incapacitated or absent, your companion acts on its own. Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls. Those also increase when your proficiency bonus increases. Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws. For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise. Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always “The Hoplomach who trained me is a beloved companion for whom I would gladly give my life.”
  d6 Trait 1 I’m dauntless in the face of adversity. 2 Threaten my friends, threaten me. 3 I stay on alert so others can rest. 4 People see an animal and underestimate me. I use that to my advantage. 5 I have a knack for showing up in the nick of time. 6 I put my friends’ needs before my own in all things.
  d6 Flaw 1 If there’s food left unattended, I’ll eat it. 2 I growl at strangers, and all people except my trainer are strangers to me. 3 Any time is a good time for a belly rub. 4 I’m deathly afraid of water. 5 My idea of hello is a flurry of licks to the face. 6 I jump on creatures to tell them how much I love them.
  Coordinated Attack - Beginning at 5th level, you and your animal companion form a more potent fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack.
  Beast’s Defense - At 7th level, while your companion can see you, it has advantage on all saving throws.
  Storm of Claws and Fangs - At 11th level,your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.
  Superior Beast’s Defense - At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.
  Weapon Master
  Signature Weapon - At 3rd level, choose a weapon from the Hoplomach Weapons list to make your signature weapon. Whenever you use that weapon, gain an additional +1 to attack and damage rolls with it.
  Improved Critical - At 5th level, you now strike a critical hit on rolls of 19 or 20 with your signature weapon.
  Feared Weapon - At 7th level, increase the damage of your signature weapon by one die type (so a 1d6 weapon becomes a 1d8 weapon, for example). If the weapon is already a 1d12 or 2d6 weapon, add 2 to damage rolls made with the weapon.
  Deadly Weapon - At 11th level, you have figured out every way to inflict damage with your signature weapon. Your weapon now ignores resistances.
  Master of the Blade - At 15th level, you can now spend 5 PP to automatically deal maximum damage with your signature weapon without rolling.
 
  Pankration
  Unarmed Specialist - At 3rd level, unarmed strikes now use the Hoplomach Weapon damage for a Hoplomach of your level. When wearing no armor, you can add your dexterity bonus to your AC a second time.
  Swift Takedowns - At 5th level your wrestling has become second nature. You can now use the Sweep the Leg feature for only 3 PP. In addition, you gain double the proficiency bonus on all athletics checks.
  Eight Weapons - At 7th level, your unarmed strikes have become even more deadly. You now add +2 to all attack and damage rolls made while unarmed.
  Even Odds - At 11th level, you have become an expert at disarming your opponent. You can now perform the Disarming Strike feature with a chance to turn the weapon back on them. If the target fails the saving throw, you can use your reaction to turn their weapon on them and strike them with it. For this strike you use the damage from the Hoplomach Weapon feature of your level. You can choose to have the item end up at your opponent’s feet or in your own hands, provided you can carry it.
  Be Like Water - At 15th level, you have mastered quick, unarmed counter-strikes. You can now use the counter-strike feature for only 1 PP. In addition, your base speed increases by 10.

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