Thursday, June 29, 2023

GLOG Hoplite Wuxia Class

Here is the Hoplite, a shield based class. Hopefully its not too reactive.

Equipment:
A a small, medium or large shield, a short sword and a manual or scroll explaining how to perform your techniques written in a grandiose tone with illustrations of various defensive stances.

A: Qi Dice, Qing Gong, defensive dependency, Fundamentals of Hoplite, 2 Standard Techniques +1 AC

B: Shield parry, Immovable object, 2 Standard Techniques, +1 DR

C: Shield coordination, Redirect force, 2 Standard Techniques +1 to DR

D: Indestructible defence, 2 Standard Techniques, extra attack

(https://www.deviantart.com/dstolpmann/art/Hoplite-Concept-263161516)

Qi Dice:
 Whenever you take a template in this class add a 8-sided Qi Dice (QD) to your dice pool. You recover QD after 1 hour of meditation contemplating your martial prowess (change as appropriate to your setting).

Qing Gong:
As long as you have at least one unspent QD you may divide your movement between moving horizontally as normal and vertically. To move vertically you may run up walls or make a superhuman jump or jumps.
 As long as you have three unspent QD you may stand and move on things that could not normally support you as if you were weightless (you are still affected by gravity). E.g. a leaf floating on the water, an opponent’s weapon, falling objects.

Defensive dependency:
Your abilities pertain to the shield. Other than your qing gong none of your abilities work without holding a shield

Fundamentals of Hoplite:
Once per round when someone or something would physically harm someone within 5 feet of you, you may intercept it, you may roll parry dice and sunder your shield as normal but the attack does not need to roll to hit.

(https://www.deviantart.com/frostllamzon/art/DnD-Avengers-Captain-America-803528596)

Shield parry:
You gain an additional parry dice for each Hoplite template.

Immovable Object:
As long as you have 2 QD and ground beneath your feet nothing can forcibly move you. Anything that collides with you and doesn’t reduce you to a fine red mist is stopped upon collision.


Shield Coordination:
You can expend QD  to gain 2*[dice] AC for [highest rounds]

Redirect force:
Once per day when an attack would be blocked by your AC you may reflect that attack so that it successfully hits the opponent who attacked you, they roll damage against themselves. 
 
 

Indestructible defence:
You may expend 1 QD and sunder your shield (small shields are destroyed) to completely nullify a physical attack, cannonballs will shatter ineffectively against your shield, avalanches will part before you, unstoppable forces will be redirected. Only the gods could possibly strike you down, or someone using a non physical force like poisonous mist. Them too.



Standard Techniques:
 roll these at random, if you get the same technique twice reroll it. Consider using smaller dice sizes and reassigning the numbers after taking a level in the class. Every standard technique expends QD, and functions kind of like a martial spell.Techniques are considered to always be prepared.

1. Qi wall:
R: 0
T: a continuous line [dice]*10 feet long and high
D:[sum] minutes
You create a wall of Qi [dice]*10 feet long and [dice]*10 feet high, you must remain within 5 feet of the wall or it disperses.

2. Patriot’s protection frisbee:
R: touch
T: Your Shield
D: [dice] rounds
You throw your shield so that it flies through the air as you direct it, it has a speed of 40’, its attack range and damage are 5 feet and 1d6 respectively. As long as you remain within melee range you do not suffer the effects of not wielding your shield.

3. Capable block:
R: any
T: Opponent who successfully attacked you.
D: 0
You may force an opponent to reroll a successful attack they made against you, can impart disadvantage by expending 2 QD

4. Tetsudo:
R: 5 feet
T: allies
D: [sum] minutes
Attacks against allies within 5 feet of you have disadvantage

5. Between a rock and a hard place
R: 5 feet
T: A flanked enemy
D: [dice] rounds
If you flank an opponent with a wall or ally you may prevent the enemy from moving for dice rounds.

6. Guardian Aura.
R: enemy melee range
T: an enemy whose attack did not harm you
D: [dice] rounds
Enemies within [dice]*10 feet must save or become incapable of attacking anyone but you.

7. Table turn:
R: enemy melee range
T: an enemy whose attack did not harm you
D: 0
For 1 QD when an enemy makes a melee attack against you but deals no damage, move to their position and get under them with your shield, you lift them up and flip them into a position within 5 feet of you. For 2 QD you can hurl them unceremoniously on the ground dealing 1d6 damage and knocking them prone. For 3 QD you can dump them on top of another enemy within 10 feet of you dealing 1d6 to both and knocking them both prone. For 4 QD you can fling them like a catapult dealing [sum] damage split evenly between the thrown attacker and whatever they are thrown at.

8. Disarming defence:
R: enemy melee range
T: an enemy whose attack did not harm you
D: 0
When a melee attack made against you deals no damage you may force your opponent to save or be disarmed, their weapon becoming lodged in your shield. If you expended 3 [dice] non-magical weapons are destroyed on a failed save, if you spent 4 [dice] magical weapons are destroyed and their enchantments are transferred to your shield on a failed save.

 

 

Inspiration:

https://as-they-must.blogspot.com/2020/01/to-death-class-monk.html
http://attnam.blogspot.com/2018/07/class-sword-mage.html
https://blog.d4caltrops.com/2021/02/d100-magic-shields.html

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