The Hoplite

D&D 5e Fighter Martial Archetype

The Hoplite is a fighter who has trained rigorously with shield and weapon in hand. They feel most comfortable in combat shoulder to shoulder with their allies, protecting each others weaknesses with simple but effective combat formations. A lone Hoplite can be easily defeated, but in greater numbers, many foes may find it impossible to even land a hit

Hoplite Features

Fighter Level Feature 3rd Martial Discipline 7th Phalanx Formation 10th Adrenaline Surge 15th Battlebond 18th Veteran's Mastery, Martial Discipline

Martial Discipline

Starting at 3rd level, your rigorous training sessions come to fruition, but you still have much to learn. Choose one of the following disciplines to become your speciality:

Shields: So long as you are wielding a shield, nearby allies within 5 feet of you gain the benefit of half cover.

So long as you are wielding a shield, nearby allies within 5 feet of you gain the benefit of half cover. Weapons: Your attacks with a melee weapon deal additional damage equal to half your fighter level (rounded up) if you are within 5ft of an ally.

Starting at 18th level, you also gain the benefit of the other Martial Discipline you did not choose at 3rd level. Practice makes perfect.

Phalanx Formation

At 7th level, you gain the ability to create a phalanx formation during battle. Whenever an ally within 5 feet of you is the target of an attack, you can use your reaction to attempt to interpose your shield between the attacker and the target. The target gains a temporary bonus to their AC equal to the amount of your shields AC bonus for that attack. This reaction must be declared before the outcome of the attack is determined. A chain is only as strong as its weakest link.

Adrenaline Surge

At 10th level, whenever you use your Second Wind, Action Surge or Indomitable class features, nearby allies within 5 feet of you gain temporary hit points equal to your fighter level.

Battlebond

At 15th level, the trust you share with your allies empowers you all. You have advantage on melee weapon attacks if you are within 5 feet of an ally. Additionally, you grant nearby allies within 5ft of you advantage on melee weapon attacks for their first attack made on each of their turns.

Veteran's Mastery

Starting at 18th level, a lifetime of intense training sessions manifests into total control over your body & mind. Whenever you roll initiative and have no more uses of Second Wind, Action Surge or Indomitable remaining, you regain one of your choosing. Once you use this feature, you must finish a long rest before you can use it again.