Banneret Revised

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Banneret

A Banneret knight inspires greatness in others by committing brave deeds in battle. They lead a formidable cohort, as though a lone knight might be a skilled warrior, a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.

Archetype Maneuvers

As a Purple Dragon Knight, in addition to the base Fighter maneuvers, you can also learn the Commander's Strike, Disarming Attack, Goading Strike, and Rally maneuvers.

Royal Envoy

Starting when you choose this archetype at 3rd level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.

Your proficiency bonus is doubled for any ability check you make that uses Persuasion.

Rallying Cry

Also at 3rd level, you learn how to inspire your allies to fight on past their injuries.

When you use your Second Wind feature you regain additional hit points equal to your Charisma modifier. All allied creatures within 60 feet of you regain hit points equal to your fighter level + your Charisma modifier and have Advantage on their next attack roll before the end of your next turn.

Resolute

At 7th level you are a steadfast rock in the face of danger. While you are not incapacitated you and any allied creature who can see you within 30ft has advantage against being frightened. If you become frightened, you can use an action on your turn to end the effect immediately.

 

Inspiring Surge

Starting at 10th level, when you use your Action Surge feature, you can choose up to two allied creatures within 60 feet of you that can see or hear you. Each of those allies can use their reaction to move up to their move speed and take the Attack action.

Bulwark

Starting at 15th level when friendly creatures within 30ft of you are subject to a saving throw, you can use your reaction to grant them advantage on the saving throw. You can affect a number of creatures equal to your Charisma modifier (minimum 1). If a creature would take damage from the effect, they only take half damage on a failed save, or no damage if they succeed on the saving throw. Once you use this feature you cannot use it again until you finish a long rest.

Marshall

Starting at 18th level you are a leader from the front lines, inspiring your allies to continue the fight. You can use a bonus action on your turn to grant a creature temporary hitpoints equal to 5 + your charisma modifier and advantage on their next attack roll. They must be within 60ft and able to see or hear you to gain the effect.

You can use this feature a number of times equal to your charisma modifier (minimum 1), and regain all expended uses when you finish a short or long rest.

 

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