Base Class: Fighter
Arkadia is a land of conflict and war, and fighters are the tip of the spear, leading elite vanguards and holding the line against overwhelming odds on every battlefield. Whether facing down the monstrous armies of the titans or waging war against a rival Arkadian city, fighters are the backbone of every army, champions whose names are known and whispered with reverence among the rank and file, their inspiring deeds turning the tide of even the fiercest conflict. Hoplites are the pride of Kryta, martial city of Krytos, god of war. They are trained from the time they can hold a spear for strength, courage, and ferocity, and their reputation precedes them across Arkadia. Krytan hoplites are prized as mercenaries, and many leave home to lead armies in foreign wars, or serve as elite bodyguards for powerful rulers and mystics. Often they do this to spread the fame of their proud homeland, and prove the strength of their mighty god Krytos to all Arkadia.
Phalanx Tactics
Starting at 3rd level when you choose this archetype, you learn how to lead others to defend themselves as a phalanx unit. if you have at least two allies within 5 ft of you who have shields you can take a reaction to make a turtle formation and become immune to non magic ranged attacks until the start of your next turn. If you are wielding a shield, you and these allies gain a +2 bonus to AC instead. A creature can only benefit from this feature if wielding a shield
Formation fighting
Starting at 3rd level, If you strike a Target with a melee, any allies within 5 ft of you and in striking range can make an attack on the creature as well as a reaction
Sure Footing
Starting at 7th level, When in formation with one or more allies, you're all immune to being shoved back or knocked prone
Hero's Advance
At 10th level you learn to close on enemies with surprising speed and coordination. As a bonus action, you may move up to half your speed and make one weapon attack against a target you have not already attacked this turn. Allies within 5 feet of you may use their reaction to move up to the same distance but must end their movement within 5 feet of you.
Comrades in Arms
Beginning at 15th level, when a creature within 5 feet of you misses you or a friendly creature with a melee attack, you can use your reaction to make a melee weapon attack against the attacking creature.
Spear of Kyrta
By 18th if you're in formation with allies, you take a bonus action to break the formation rallying your nearby allies. For the remainder of the round, you and your allies get advantage on all melee attacks and resistance to physical damage
Previous Versions
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