BRONZE HOPLITE — FIGHTER SUBCLASS

Salorras Paragon: Bronze Hoplite · Path: Armsman (Fighter) · Subclass type: Fighter Subclass, chosen at 3rd level The Six Hundred of the Bronze Regiment.
The Bronze Hoplites are, by common reckoning, the most terrible warriors of Asmeda and among the most renowned in all of Salorras. They make up the Bronze Regiment — the elite six hundred of Thryon Bral’Ar, lord of the Starborn Brotherhood — and every commoner of Salorras knows at least one tale of their valor in the Δαιμονικοί Πόλεμοι. Many were once legionnaires of the Arma Legions, the national army of Tarratyi, before resigning to join the Regiment under Thryon’s moral code and martial discipline. A hopeful must prove themselves in single combat against a serving hoplite before earning one of the six hundred seats; even then the veterans call them a novice, for the saying goes that one “must defend against the spear of The Weapon six hundred times” before the technique is perfected.
A Bronze Hoplite’s role in the world is purely heroic. Baptized in blood and steel, they keep in their hearts the ethics taught by the starborn Thryon, standing as defenders of the weak and the innocent. Their base lies in the city-state of Tarratyi, but their phalanxes — and lone hoplites — campaign wherever they are needed, under the orders of the Regiment’s commander, Keolan Roa’Sath, who in turn answers to Thryon Bral’Ar.
Joining the Bronze Regiment (roleplay, not a mechanical prerequisite)
In 5e 2024 you choose this subclass at 3rd level — no in-game prerequisites apply. In the fiction, a recruit must win a duel against a serving hoplite to take one of the six hundred seats (the loser leaves the Regiment for at least two years), then train for three months in the martial and religious virtues of Thryon Bral’Ar. Only warriors of valor, honor, and deep altruism are accepted; a hoplite whose temperament sours is put through a rite of atonement or expelled forever.
Bronze Hoplite Features
| Fighter Level | Feature |
|---|---|
| 3 | Chosen Arm, Called Shot |
| 7 | Fatal Strike |
| 10 | Keen Critical, Increased Multiplier |
| 15 | Combat Style Mastery |
| 18 | Combat Style Perfection |
Level 3 — Chosen Arm
You devote yourself to perfecting a single weapon. Choose one specific weapon type you are proficient with (for example, the spear, longsword, or greataxe) — this is your chosen arm. While wielding a weapon of that type:
- You gain a +2 bonus to its damage rolls.
- You can use its Weapon Mastery property even if it isn’t one of your selected masteries.
You can change your chosen arm when you finish a Long Rest spent in drill.
Level 3 — Called Shot
A born fighter, you strike precise points of an enemy’s body. Once on each of your turns when you hit a creature with your chosen arm, you can apply one Called Shot effect:
- To the arm — the target has Disadvantage on the next attack roll it makes before the start of your next turn.
- To the leg — the target’s Speed is reduced by 10 feet until the start of your next turn.
- To the joints — the target can’t make Opportunity Attacks until the start of your next turn.
You can use Called Shot a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest.
Level 7 — Fatal Strike
Your blows fall with killing precision. Once on each of your turns when you hit a creature with your chosen arm, you can forgo rolling that weapon’s damage dice and instead deal the maximum result of those dice. Extra damage from other sources (such as Sneak Attack or a magic weapon’s bonus dice) is still rolled normally.
You can use Fatal Strike a number of times equal to your Proficiency Bonus per Long Rest, regaining one expended use when you finish a Short Rest. You can’t use Fatal Strike on an attack that is a critical hit (until Combat Style Perfection allows it).
Level 10 — Keen Critical & Increased Multiplier
The hoplite’s strikes are feared for their “cleanness.” With your chosen arm:
- Keen Critical. You score a critical hit on a roll of 19 or 20.
- Increased Multiplier. When you score a critical hit, you roll the weapon’s damage dice three times (instead of twice) and add them all together.
Level 15 — Combat Style Mastery
Your technique reaches heights few warriors ever touch.
- You gain an additional Fighting Style feat of your choice.
- Your critical-hit range with your chosen arm improves to 18–20.
Level 18 — Combat Style Perfection
You attain the summit of your martial art — the single clean cut that fells a foe.
- Fatal Strike may now be used even on a critical hit; when you do, all of the tripled critical dice deal their maximum result.
- When you score a critical hit with your chosen arm, or reduce a creature to 0 Hit Points with it, you can make one additional attack with your chosen arm as part of the same action. You can do this only once on each of your turns.
Leaving the Regiment (Ex–Bronze Hoplite)
A hoplite who breaks the Regiment’s code of order and ethics enters a rite of atonement; failing to reconcile in good time, they are expelled and never readmitted. Mechanically, an ex-hoplite loses none of this subclass’s features — every one was earned through personal effort, not granted by any god. A hoplite may be devoted to the starborn Thryon Bral’Ar, but the starborn bestow no priestly power upon their faithful; a starborn striving toward divine ascension simply grows in strength as their following and doctrine grow.
Ability Note
The Bronze Hoplite is built on Strength — the chosen arm, Called Shot, and Fatal Strike all ride your weapon attacks — with Constitution as the key secondary for holding the line. A hoplite who takes a finesse weapon as their chosen arm can lead on Dexterity instead; either way the subclass stays single-ability focused atop the Fighter chassis.