Martial Archetype: Hoplite

The human's shield swings wide, as the clang of the orc's sword stops short of the dwarf. As the dwarf swings her hammer in, the human sees the orc cannot defend against two attacks and scores, driving his spear deep. The dwarf stumbles, and the human just yells onwards and the dwarf pushing onwards, renewed.

The Hoplite is a warrior of the line, a fighter of skill who not only fights for themselves, but for the person beside them. Dangerous alone, this fighter is a mortal threat when alongside their allies, able to protect them from dangers, and exploit their movements.

Phalanx

From 3rd level, you are skilled at covering and warning your allies in the thick of battle. While weilding a shield, you provide half cover to friendly creatures other than yourself within within 5ft. of you.

Additionally, you have gained the ability to exploit the openings your allies provide. When you attack an opponent who has another enemy within 5ft, you deal an extra 1d6 damage with the attack.

Leading from the Front

At 3rd level, you have experience and knowledge in how to lead, both on the field and off. You gain profiency in the Persuasion skill.

Lethal Coordination

Starting from 7th level, you find even the smallest opportunities to aid those who stand beside you. You are able to take the Help action as a bonus action.

Together We Stand

At 10th level, your fortitude drives your allies onwards. When you use your Second Wind, friendly creatures other than yourself within 5ft. gain the same number of hit points as you do.

Indomidable Legion

From 15th level, you will not leave a single warrior behind. When an ally within 5ft fails a saving throw, you can expend a use of your Indomitable feature to allow them to reroll the saving throw.

As One

At 18th level, your ability to work with allies has reached a pinnacle. When you use Action Surge to take an Action other than Cast a Spell, all allies within 5ft. can use their reaction to take the same Action.