Fighter: Hoplite
The Hoplite is a heavily armed soldier who knows how to be effective in battle, even with only a few allies at their side. Rarely acting alone, the Hoplite’s skills shine brightest when fighting side-by-side with others. In these situations, Hoplites make use of their defensive prowess to defend their allies and apply their tactical training to allow their squad to take down enemies that an individual soldier would not be able to overcome alone.
Battle-hardened and experienced in the arts of war, Hoplites have a keen understanding of the flow of battle and intuit that individual moments in a single combat can turn the tides of an entire war. Hoplites know that these moments can come from anywhere and that victory relies on the unity of their squad.
Hoplite Features
Fighter Level | Feature |
---|---|
3 | Squad Tactics (2 options), Rising Tide |
7 | Inspiring Advance, Squad Tactics (3 options) |
10 | Heroic Effort, Squad Tactics (4 options) |
15 | Hold the Line, Squad Tactics (5 options) |
18 | Press the Advantage |
Squad Tactics
When you choose this archetype at 3rd level, you begin to apply tactics that allow you and your allies to fight alongside one another more effectively. When you gain this feature, you learn two Squad Tactics of your choice (see “Squad Tactics Options” below). You can use your Squad Tactics a number of times equal to your Charisma modifier (minimum of 1) and you regain all expended uses when you finish a short or long rest. You learn additional Squad Tactics options at 7th, 10th, and 15th level. Each time you learn a new tactic, you can replace one tactic you know with a different one.Rising Tide
Also at 3rd level, you learn to provide cues to your allies, allowing them to take advantage of lulls in the rhythm of combat to sustain themselves. When you use your Second Wind you can choose one ally that you can see within 5 feet of you. They also gain the benefits of your Second Wind.Inspiring Advance
Starting at 7th level, your own resolve in battle can inspire the allies around you to push through seemingly insurmountable obstacles. When you are subject to any effect that heals you, you may activate this feature. When you do, any allies within 30 feet of you that can hear you gain temporary hit points equal to your fighter level + your Charisma modifier. Once you use this feature, you can’t use it again until you finish a short or long rest.Heroic Effort
At 10th level, your commitment to your allies empowers you to react rapidly when they are in danger. When an ally that you can see is reduced to 0 hit points, you can use your reaction to take the Dash action. If you do, you must end your movement as close to that ally as possible. Upon ending your movement, you may immediately make a melee weapon attack against a single enemy within reach.Hold the Line
At 15th level, you are able to split your attention between your allies and enemies in battle, supporting your companions while you remain engaged in combat. When an ally within 5 feet of you fails a saving throw, you can use your reaction to allow that ally to reroll the saving throw using your saving throw bonus. Once you use this feature, you can’t do so again until you complete a short or long rest.Press the Advantage
At 18th level, your understanding of the flow of combat has deepened and you learn to identify and seize critical moments of opportunity to turn the tides of battle. When an ally you can see within 30 feet of you reduces a creature to 0 hit points, the first attack you hit with on your next turn deals additional damage equal to 1d10 + your fighter level.Squad Tactics Options
The Squad Tactics feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. Charge!. When you take the Dash action, you can activate this tactic to allow any allies within 5 feet of you to take the Dash action as a reaction. Any allies who choose to dash in response to this tactic must end their movement in an unoccupied space within 10 feet of you. Drive them Back!. If you successfully shove a creature at least 5 feet or knock it prone, that creature provokes opportunity attacks from your allies. Follow Me!. When you hit a creature with a melee weapon attack, you can activate this feature as a bonus action. Any ally within 30 feet of you that can see or hear you who makes a melee weapon attack against this creature before the beginning of your next turn has advantage on their first attack against the target. Form Up!. As a bonus action, any allies within 30 feet of you that can see or hear you may immediately move up to their movement speed towards you. Any allies who choose to move in response to this tactic must end their movement in an unoccupied space within 10 feet of you. Keep Moving!. As a bonus action, you can activate this tactic. Any ally who can see or hear you when you activate this tactic is unaffected by difficult terrain until the end of your next turn. Never Surrender!. As an action, you can use this tactic. When you do, any ally within 30 feet of you that can see or hear you can use their reaction to make a melee weapon attack. Scatter!. When you are subjected to an area effect that allows you to make a Dexterity saving throw to take only half damage and you succeed on the saving throw, you can use your reaction to take no damage and immediately move up to half your movement speed. In addition, if you succeed on the saving throw, any allies within 5 feet of you can use their reaction to immediately move up to half their movement speed and gain advantage on their Dexterity saving throw against the effect. Take Cover!. As a bonus action, for 1 minute you increase the Armor Class of any allies within 5 feet of you by 1. The effect ends early on an individual ally if they are no longer adjacent to you at the end of their turn. You must be using a shield to use this tactic. To Arms!. When you roll initiative and are not surprised, any allies within 5 feet of you can add your Charisma modifier to their initiative roll.Remove these ads. Join the Worldbuilders Guild
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