The role of the Ekdromos (“runner-out”) was created to counteract Thracian Peltastai. To keep the Peltastai at bay, the Ekdromoi were created from the fittest and youngest Hoplites. Their goal: to run out of the line to catch and kill a few Peltastai and drive the rest back. Hoplites are chosen to serve as ekdromoi by their age-class.

As a result of their role, the Ekdromoi are accustomed to light equipment. They are expected to be able to strike quickly and withdraw just as quickly behind the protective shields of their comrades.


When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.


Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

Superior Mobility

At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.

Elegant Maneuver

Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.

Ekdromos Reflexes

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.

Section 15: Copyright Notice

5E RPG: Ancient Adventures. Copyright 2020, Mal and Tal, LLC; Author Michael Tresca.