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Spartan Hoplites (D&D 5E)

Following are D&D 5E stats for Spartan Hoplites of various ranks and levels of experience that characters might encounter anywhere in the Peloponnese, the region of Greece where Skirmisher Publishing’s “In the Footsteps of Hercules” universal sourcebook is set (and are especially suitable for the “Soldiery” entry in that book). Soldiers of this sort might also be found in any number of other places or settings, particularly ones with a basis in real-world history and geography like Skirmisher’s Swords of Kos Fantasy Campaign Setting.

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Spartan Hoplites

Spartan Hoplites are free-born heavy infantry soldiers who have been trained to fight in close formation and in conjunction with one another using long spears and large round hoplon shields and form the backbone of their nation’s armed forces. They might be found throughout the mainland Greek state of Laconia, for which the city of Sparta is the capital; enforcing Spartan rule anywhere else in the region of the Peloponnese; or even taking part in military expeditions on behalf of their nation or as mercenaries almost anywhere in the known world.

Spartan Hoplite Conscripts have received at least three months of intensive training in maneuver, tactics, and use of arms and armor. Those who do not wish to make careers of the military or who cannot afford to do so will serve one month a year until at least age 50, typically engaged in garrison duty or patrols anywhere in Laconia except their hometowns. Conscripts do not own their weapons and armor — which include a type of quilted linen armor called linothorax, metal-reinforced leather helmets, and hoplons that bear the symbols of their home communities — but are allowed to hold on to them so that they can serve as a ready reserve throughout the country.

Spartan Hoplite Phalangites are the regular fulltime heavy infantrymen of their nation’s army. After completing their compulsory period of training, Conscripts who have both the inclination and the means to pursue military careers are deployed in some action — usually a raid on a helot peasant village — and those who accord themselves well are thereafter promoted to the status of ordinary soldiers. They live and die by their shields and are highly skilled in using them. Phalangites own their weapons and equipment, which include bronze breastplates, forward-curving kopis shortswords, and hoplons that bear symbols associated with their units.

Spartan Hoplite Corporals are junior non-commissioned officers who have been promoted after taking part in multiple combat operations and demonstrating leadership skills and are typically tasked with directing the activities of five to 10 ordinary soldiers. Many spend up to three months a year as training instructors.

Spartan Hoplite Sergeants are non-commissioned officers who have had extensive combat experience and demonstrated solid leadership skills and commitment to the military. They are typically tasked with directing the activities of two or three dozen subordinates that might include ordinary soldiers, Corporals, and even small contingents of auxiliary troops (e.g., mercenary archers, helot slingers).

Spartan Hoplite Lieutenants are junior officers who have received commissions from the government and who attend two-year training programs that combine time in military academies with the sorts of experiences required of Conscripts, Phalangites, Corporals, and Sergeants. They typically command units of at least 30 and as many as 100 subordinates and might further be in charge of small forts, supply depots, training facilities, or other military installations. Their weapons and armor tend to be even more well-made than usual and typically include at least one enchanted item that they obtained as a family heirloom or share of loot (e.g., a Shield +1).

Spartan Hoplite Captains are senior officers who have been promoted after having ably served several years as Lieutenants, taken part in multiple overseas operations, and possibly even worked as staff officers in foreign armies. They typically command units of at least 100 and as many as 300 subordinates and are almost always also in charge of significant military installations of some sort. Their equipment is of the very best quality available and typically includes enchanted weapons and armor.

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Spartan Hoplite Conscript

Medium Humanoid (Human), lawful neutral

Armor Class: 14 (linothorax, shield); 16 in formation

Hit Points: 19 (3d8+6)

Speed: 30 ft.

 

STR             DEX             CON             INT               WIS              CHA

13 (+1)         11 (+0)         14 (+2)         11 (+0)         11 (+0)         10 (+0)

 

Skills: Athletics +3, Intimidation +2

Senses: Passive Perception 10

Languages: Common (Greek)

Challenge: 1/4 (50 XP)

 

Second Wind (1/short or long rest). A Spartan Hoplite has a limited well of stamina that it can draw upon to protect itself from harm. On its turn, it can use a bonus action to regain 8 (1d10+3) hit points.

Shield Wall. When a Spartan Hoplite is in formation with at least one other soldier of the same type it receives a +2 bonus to its armor class.

ACTIONS

Heavy Spear. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 5 (1d8+1) piercing damage, or 6 (1d10+1) piercing damage if wielded with two hands.

Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.

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Spartan Hoplite Phalangite

Medium Humanoid (Human), lawful neutral

 

Armor Class: 16 (breastplate, shield); 18 in formation

Hit Points: 26 (4d8+8)

Speed: 30 ft.

 

STR             DEX             CON             INT               WIS              CHA

15 (+2)         11 (+0)         14 (+2)         11 (+0)         11 (+0)         10 (+0)

 

Skills: Athletics +4, Intimidation +2

Senses: Passive Perception 10

Languages: Common (Greek)

Challenge: 1/2 (100 XP)

 

Second Wind (1/short or long rest). A Spartan Hoplite Phalangite has a limited well of stamina that it can draw upon to protect itself from harm. On its turn, it can use a bonus action to regain 9 (1d10+4) hit points.

Shield Wall. When a Spartan Hoplite is in formation with at least one other soldier of the same type it receives a +2 bonus to its armor class.

          If a Spartan Hoplite Phalangite is not incapacitated it can add its shield’s AC bonus to any Dexterity saving throw it makes against a spell or other harmful effect that targets only it.

          If a Spartan Hoplite Phalangite is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage it can use its reaction to take no damage if it succeeds on the saving throw, interposing its shield between itself and the source of the effect.

ACTIONS

Heavy Spear. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 6 (1d8+2) piercing damage, or 7 (1d10+2) piercing damage if wielded with two hands.

Kopis. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.

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Spartan Hoplite Corporal

Medium Humanoid (Human), lawful neutral

 

Armor Class: 16 (breastplate, shield); 18 in formation

Hit Points: 32 (5d8+10)

Speed: 30 ft.

 

STR             DEX             CON             INT               WIS              CHA

15 (+2)         11 (+0)         14 (+2)         11 (+0)         12 (+1)         11 (+0)

 

Skills: Athletics +4, Intimidation +4

Senses: Passive Perception 11

Languages: Common (Greek)

Challenge: 3/4 (150 XP)

 

Second Wind (1/short or long rest). A Spartan Hoplite Corporal has a limited well of stamina that it can draw upon to protect itself from harm. On its turn, it can use a bonus action to regain 10 (1d10+5) hit points.

Shield Wall. When a Spartan Hoplite is in formation with at least one other soldier of the same type it receives a +2 bonus to its armor class.

          If a Spartan Hoplite Corporal is not incapacitated it can add its shield’s AC bonus to any Dexterity saving throw it makes against a spell or other harmful effect that targets only it.

          If a Spartan Hoplite Corporal is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage it can use its reaction to take no damage if it succeeds on the saving throw, interposing its shield between itself and the source of the effect.

ACTIONS

Multiattack. A Spartan Hoplite Corporal can make two melee attacks.

Heavy Spear. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 6 (1d8+2) piercing damage, or 7 (1d10+2) piercing damage if wielded with two hands.

Kopis. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.

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Spartan Hoplite Sergeant

Medium Humanoid (Human), lawful neutral

 

Armor Class: 16 (breastplate, shield); 18 in formation

Hit Points: 39 (6d8+12)

Speed: 30 ft.

 

STR             DEX             CON             INT               WIS              CHA

16 (+3)         11 (+0)         14 (+2)         11 (+0)         12 (+1)         12 (+1)

 

Skills: Athletics +5, Intimidation +5

Senses: Passive Perception 11

Languages: Common (Greek)

Challenge: 2 (450 XP)

 

Second Wind (1/short or long rest). A Spartan Hoplite Sergeant has a limited well of stamina that it can draw upon to protect itself from harm. On its turn, it can use a bonus action to regain 11 (1d10+6) hit points.

Shield Wall. When a Spartan Hoplite is in formation with at least one other soldier of the same type it receives a +2 bonus to its armor class.

          If a Spartan Hoplite Sergeant is not incapacitated it can add its shield’s AC bonus to any Dexterity saving throw it makes against a spell or other harmful effect that targets only it.

          If a Spartan Hoplite Sergeant is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage it can use its reaction to take no damage if it succeeds on the saving throw, interposing its shield between itself and the source of the effect.

ACTIONS

Multiattack. A Spartan Hoplite Sergeant can make two melee attacks.

Heavy Spear. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d8+3) piercing damage, or 8 (1d10+3) piercing damage if wielded with two hands.

Kopis. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.

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Spartan Hoplite Lieutenant

Medium Humanoid (Human), lawful neutral

 

Armor Class: 17 (breastplate, Shield +1); 19 in formation

Hit Points: 45 (7d8+14)

Speed: 30 ft.

 

STR             DEX             CON             INT               WIS              CHA

16 (+3)         11 (+0)         14 (+2)         11 (+0)         12 (+1)         14 (+2)

 

Skills: Athletics +5, Intimidation +6, Perception +3

Senses: Passive Perception 11

Languages: Common (Greek)

Challenge: 3 (700 XP)

 

Second Wind (1/short or long rest). A Spartan Hoplite Lieutenant has a limited well of stamina that it can draw upon to protect itself from harm. On its turn, it can use a bonus action to regain 12 (1d10+7) hit points.

Shield Wall. When a Spartan Hoplite is in formation with at least one other soldier of the same type it receives a +2 bonus to its armor class.

          If a Spartan Hoplite Lieutenant is not incapacitated it can add its shield’s AC bonus to any Dexterity saving throw it makes against a spell or other harmful effect that targets only it.

          If a Spartan Hoplite Lieutenant is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage it can use its reaction to take no damage if it succeeds on the saving throw, interposing its shield between itself and the source of the effect.

ACTIONS

Multiattack. A Spartan Hoplite Lieutenant can make two melee attacks.

Heavy Spear. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d8+3) piercing damage, or 8 (1d10+3) piercing damage if wielded with two hands.

Kopis. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.

Leadership. As a bonus action, a Spartan Hoplite Lieutenant can utter a special command or warning whenever an ally that it can see within 30 feet of it makes an attack roll or a saving throw. That ally can add a d4 to its roll provided it can hear and understand the Lieutenant. A creature can benefit from only one Leadership die at a time. This effect ends if the Lieutenant is incapacitated.

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Spartan Hoplite Captain

Medium Humanoid (Human), lawful neutral

 

Armor Class: 18 (Breastplate +1, Shield +1); 20 in formation

Hit Points: 52 (8d8+16)

Speed: 30 ft.

 

STR             DEX             CON             INT               WIS              CHA

16 (+3)         11 (+0)         14 (+2)         11 (+0)         12 (+1)         16 (+3)

 

Skills: Athletics +5, Intimidation +7, Perception +3

Senses: Passive Perception 11

Languages: Common (Greek)

Challenge: 4 (1,100 XP)

 

Second Wind (1/short or long rest). A Spartan Hoplite Captain has a limited well of stamina that it can draw upon to protect itself from harm. On its turn, it can use a bonus action to regain 13 (1d10+8) hit points.

Shield Wall. When a Spartan Hoplite is in formation with at least one other soldier of the same type it receives a +2 bonus to its armor class.

          If a Spartan Hoplite Captain is not incapacitated it can add its shield’s AC bonus to any Dexterity saving throw it makes against a spell or other harmful effect that targets only it.

          If a Spartan Hoplite Captain is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage it can use its reaction to take no damage if it succeeds on the saving throw, interposing its shield between itself and the source of the effect.

ACTIONS

Multiattack. A Spartan Hoplite Captain can make two melee attacks.

Heavy Spear +1. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d8+4) piercing damage, or 9 (1d10+4) piercing damage if wielded with two hands.

Kopis. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.

Leadership. As a bonus action, a Spartan Hoplite Captain can utter a special command or warning whenever an ally that it can see within 30 feet of it makes an attack roll or a saving throw. That ally can add a d6 to its roll provided it can hear and understand the Captain. A creature can benefit from only one Leadership die at a time. This effect ends if the Captain is incapacitated.