Standard Bearer

by Triarck

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Standard Bearer

A half-elf in heavy plate armor raises the flag to her small company of soldiers shouting to the heavens a warcry to inspire her men as they stare down the coming orcish hordes. An orc clad in thick leathers stares at this half-elf impeding his progress as he raises the banner of his clan, his people and all around him the men and women that have trusted his supervision to lead them to victory. They were bound to clash on the battlefield given their differences, but now the only true test to their skill lies in the devotion their fellow soldiers have in their standard bearer; their commander. May the best tactician win. The orcish hordes charge with fervor quickly reaching the opposing armies front line. The soldiers brace for impact as they wait for the first wave of attacks, ready to counter attack the moment an opportunity arises. Flying high through the air a tall flag tossed like a javelin lands just behind the the front line. The orchish hordes fervor increases as they let out a warcry, finally the hordes clash with the soldiers. The frontline is quickly broken.

The half-elven woman raises her banner into the air as she sees the front line fall apart from the orcish assault. Her voice carries with elegance and grace but with a stern and commanding tone across the soldiers. The soldiers hold fast and begin to push back against the orcish hordes with new found vigor.

These two commanders are a martial support class branching into three seperate battlefield archetypes-

the two shown within this short story are reflections of two of the specializations that are available to a character that becomes a standard bearer. The goal of a standard bearer is to lead, or to inspire others to lead when they cannot, and in such cases to provide support to this new leader and those under his command.

Heraldry

All standard bearers bare a crest or coat of arms in which they swear fealty to. Be it to a small clan of kins men, a kingdom or empire, or even to a god whom of which has inspired the standard bearer to follow their doctrine. The reason to take up life as a standard bearer is important to all who become a standard bearer. Is your kingdom falling into disarray due to a unlawful dictator? Take up arms and lead a militia into a revolution and restore glory to the kingdom under the ideals and beliefs of the kingdoms own laws. Your village is about to meet its end to an orcish invasion upon your small town on the country side? Become the commander and leader of your village and lead them into a fight to the last man, for we shall not bend nor shall we break without standing in active defiance against the coming tide. Is a scourge of undead ravaging the land and the countries nations are too busy arguing amongst themselves to do something about it? Take up the banner in the name of the gods and put these undead back into the graves in which they belong.

Standard Bearer
Level Proficiency Bonus Features
1st +2 Battlefield Inspiration (d8), Attune Battle Standard
2nd +2 Resolve
3rd +2 Battlefield Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Battlefield Inspiration (d10)
7th +3 Archetype Feature
8th +3 Ability Score Improvement
9th +4 Indomitable (One Use)
10th +4 Battlefield Inspiration (d12)
11th +4 Archetype Feature
12th +4 Ability Score Improvement
13th +5 Indomitable (Two Uses)
14th +5 ------
15th +5 Battlefield Inspiration (2d8)
16th +5 Ability Score Improvement
17th +6 Indomitable (Three Uses)
18th +6 ------
19th +6 Ability Score Improvement
20th +6 Archetype Feature

Class Features

As a Standard Bearer, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 Per Standard Bearer Level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10(or 6) + your Constitution modifier per Standard Bearer level afther 1st.

Proficiencies


  • Armor: All Armor
  • Weapons: Simple, Martial, Battle Standards
  • Tools: None

  • Saving Throws: Charisma, Constitution
  • Skills: Choose two from Athletics, Intimidation, Perception, Performance, Religion, Survival

Equipment

You start with the following equipment in addition to the equipment granted by your background:

  • (a) A Longsword or (b) Any Simple Weapon.
  • (a) Five Javelins or (b) a Sling and 20 shots.
  • (a) A Dungeoneer's pack or (b) an Explorer's Pack.
  • Chain Mail and a Battle Standard.

Battlefield Inspiration

Being well versed in the art of war sometimes your underlings or comrades in arms require a bit of reassurance when facing down strong enemies. While In combat, you can Inspire one creature other than yourself within 60 feet of you who can hear you. That creature gains one Battlefield Inspiration Die, a d8. Once Within the next 2 Minutes the creature can roll the die and add the number rolled to one Attack roll, one Saving throw, OR they can spend the Inspiration Die and gain the Die roll + your Charisma Modifier as Temporary Hit Points. The Creature can wait until after it rolls the d20 before deciding to use the Battlefield Inspiration Die. However this must happen before the DM decides if the roll succeeds or fails. Once the Battlefield Inspiration die has been rolled it is lost. A creature can have only one Battlefield Inspiration die at a time. You can use this feature a number of times equal to your charisma modifier (Minimum of once). You regain any expended uses when you finish a long rest. Your Battlefield Inspiration die changes when you reach certain levels in this class, the die becomes a d10 at 6th level, a d12 at 10th Level and 2d8 at 15th level.

Standard Bearer

Attune Battle Standard

At 1st Level you can Attune to any Battle Standard you find, While Attuned when you make an Attack Action you may as a Bonus Action make a Second Attack using your Battle Standard as the weapon. The Battle Standard Acts as a Spear and can be utilized this way a number of times Equal to your Charisma Modifier. You regain uses of this ability after you finish a Short rest. You can only have One Battle Standard Attuned at a time. Each Attunement takes 1 hour to complete.

Resolve

At 2nd Level you gain a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 plus your Standard Bearer Level. Once you use this feature, you must finish a short or long rest before you can use it again.

Battlefield Archetype

At 3rd Level, you choose an Archetype that you strive to emulate in your path to glory for the Kingdom, The People or Faith. Choose Conquerer, Martyr, or Divine Herald, All detailed at the end of the class description. The Archetype you choose grants you features at 3rd level and again at 7th, 11th, and 20th Level.

Ability Score Improvement

When you reach 4th Level, and again at 8th, 12th, 16th, and 19th, you can increase one ability score by your choice by 2, or you can increase two ability scores by 1. As normal, you can’t increase an ability score above 20 using this feature.

Indomitable

Beginning at 9th Level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Battlefield Archetype

All Standard Bearers have a goal in which they wish to achieve as they lead those under their charge. The Battlefield Archetype you choose to emulate reflects the goal you strive to achieve no mater how naive it may be.

The Conqueror

Those that follow the path of the Conqueror embody what it means to become a Great General or Leader. While Your skills are great, you must remember that in War or Battle, a Conqueror is only as good as those that follow him. As Such, You aim to Inspire your Allies to Fight Hard giving the enemy nary a moment to rest, For a Good Defence is a Good Offense.

Standard Bearer

Conquerors Beacon

When you choose this archetype starting at 3rd level With Banner In hand you gain the ability to Inspire those around you with such Vigor that it allows them to Focus much harder on the fight. During your Turn you can take an Action to Grant all allies within 30 ft of you Advantage until the start of your Turn. Once you use this Feature you must Finish a short rest before you can use it again. At 7th Level you can use this feature twice, At 11th Level three times, at 15th four times, before taking a short rest.

Tacticians Edge

Starting at 3rd Level, when you take the attack action on your turn, you can forgo one of your attacks to direct one Companion within 30ft to strike instead. When you do so, choose a friendly creature who can see or hear you, that creature can use your Attack action to make one weapon attack, adding 1d6+ your Charisma Modifier to the attacks damage roll. This increases to 1d8 at 6th Level, 1d10 at 9th level, 1d12 at 12th level, 2d8 at 15th level, 3d6 at 18th level. This damage can be Increased by a Critical Hit (x2 Multiplier). This Feature is usable a number of times equal to your Charisma Modifier, You regain the Expended uses after taking a short rest.

Maintain the Offensive

Starting at 7th Level, you can spend an action to Shout out to your Companions Inspiring them to greater heights. Until the beginning of your next turn Each Ally within 30ft that can hear you Gains an Extra Attack action. This increases to two Extra Attack actions at 18th level. This Feature can only be used a Number of times equal to Half the Standard bearers Charisma Modifier Rounded Down. You regain expended uses after taking a long rest.

Conquered Ground

Starting at 11th Level by Planting your Attuned Banner into the ground laying Claim to what was once the enemies, you inspire your allies with Fervor granting them a + 10ft to their Movement speed while within the 30ft radius around the Banner. The Banner as long as it remains in the ground grants this bonus, Once the Banner is removed from its position, This ability cannot be used again until you take a Long Rest.
At 15th Level, you gain the ability to Toss your Banner Like a Javelin to Stick it into the ground at a distance. When the Banner is Tossed in this way, its damage and range is equal to that of a standard Javelin. Additionally at 15th Level, All enemies within Conquered Grounds Radius suffer Disadvantage on all Attack rolls and saving throws.

Conqueror's Zeal

At 20th Level, Using an Action you Inspire your allies with the Energy of a Conquest Nearing its end, Victory at all Costs. You and Each Ally within 30ft of your Banner Gain a Bonus to Hit, and Damage Equal to your Charisma Modifier. Additionally whenever you or your allies make a weapon attack within 15ft of your banner these weapon attacks score critical hits on a roll of 18-20. Once you use this feature, you must take a Long rest before you can use it again.

The Martyr

Those that Follow the Path of the Martyr are the Shield of the People, of the Church, of the Country, of all under their banner. You seek to keep those in your charge alive and well and In their stead you will face all head on even at great risk to yourself. Priding yourself in your ability to take any hit from any source no matter how devastating you are the bulwark that stands between your enemies and your allies, For you are willing to sacrifice all for the sake of your kinsmen.

Fortified Ground

When you choose this Archetype at 3rd Level you gain the ability to Plant your Attuned Banner into the ground as an Action Inspiring Allies around you and at Later levels Hinder your Enemies. Starting at 3rd Level, you and Each Ally within 30ft of your Banner receive a +1 to their AC and to all Saving Throws. This Increases To + 2 at Level 13. However At 10th Level With your banner Planted firmly into the ground, each enemy within 30ft of the banner must treat This space as Rough Terrain Hindering their Movement. Creatures that are immune to Rough terrain or Fly above the ground in which the Banner is planted ignore this. The Bonuses Gained from this Feature remain until the end of combat, or if the banner is removed from its Position, This Ability cannot be used again until you take a Long rest.

Inspire

Starting at 3rd Level, you gain the ability to Inspire your allies to continue the fight no matter the Odds. As an Action you let out a Shout or Warcry towards your allies that can see or hear you within 30ft. Each Ally that can see or hear you gains 1d4+4 Temporary Hit Points. These Temporary hit points Stack with the Temporary hit points gained via a Battlefield Inspiration Die. These Temporary Hit points Last until the End of Combat or after one hour has passed, Whichever Occurs first. The Temporary hit points gained from this ability increases to 2d4 at 6th level, 3d4 at 9th Level, 4d4 at 12th, 5d4 at 15th and 6d4 at 18th. This Ability can be used a number of times equal to your Charisma Modifier before you must take a Long rest.

Selfless Martyr

At 7th Level, at the start of each combat as Initiative is rolled you may designate one Ally within 30ft of you to protect with your own Life. Whenever the chosen ally is dealt damage while they are within 30ft of you, they only take half as much. However you take the remaining Half. Meaning if Balore the 8th level wizard takes 10 damage while within 30ft of you and he is the chosen target of Selfless Martyr. He only takes 5 damage, while you take the other 5. This Feature remains in effect until the end of combat or until you or the chosen ally Fall unconscious or die. Should the chosen ally fall unconscious, you may as an action chose a new ally to Protect instead. This Feature can be used a number of times equal to your Charisma Modifier before you must take a Short Rest.

Standard Bearer

Martyrs Defiance

Starting at 11th Level, as an action you can choose an Enemy within 30ft that can see or hear you to attack your instead of one of your Allies. The Enemy must make a Charisma Saving throw. On a Successful Save, the Enemy may act as Normal, However on a failed save the Enemy Must focus their efforts on you for the next 1d4 rounds. While the enemy must focus its efforts upon you, in the event of area of Effect Abilities they must be centered on you as its target. While Martyrs Defiance is active, you receive half damage from the chosen Enemy for Its duration. At 15th Level you may choose up to two Targets, and at 18th up to Three. You must take a short rest before You can activate this feature again.

Final Stand

At 20th you have gained the ability to resist death for a short period of time to show that you will not be beaten easily, for every Martyr fights to their last. When you are struck down to 0 Hit points or fewer you do not fall Unconscious. You still must make Death Saving throws and you suffer the normal effects of taking damage while at 0 Hit points. However, if you would die due to failing death Saving throws, you do not die until the Target of Selfless Martyr goes unconscious or Dies. Once this feature is activated, it cannot be used Again until you finish a Long Rest.

The Divine Herald

Those that Follow the Path of the Divine Herald are the Chosen few to Lead the Armies of the gods so that they may spread the word of the gods to the vast reaches of the world in which their great name has yet to be known. Being a Chosen Divine Herald your job is to lead a great crusade into these distant places and to defeat any and all who dare oppose your gods justly rule.

Spellcasting

When you Reach 3rd Level, the Gods begin to recognize your worth in Leading a grand crusade in their name and as such have granted your divine spells to help spread their name and influence across the world. See chapter 10 of the Players Handbook for the General rules of Spellcasting and Check After This Archetype for the Standard Bearer Spell List.

Cantrips

You Learn two Cantrips of your choice from the Standard Bearers Spell List, you learn an Additional Cantrip of your choice at 10th Level.

Spell Slots

The Divine Herald Spell Casting Table shows how many spell slots you have to cast your spells of 1st level and higher, to cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For Example, if you know the 1st level spell Heroism and have a 2nd level spell slot available you can cast Heroism using either Slot.

Standard Bearer

Spellcasting ability

Charisma is your spellcasting ability for your standard bearer Spells, The Power of your spells comes from both your devotion to your deity and your ability to inspire those around you. You use your Charisma whenever a Standard bearer spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Standard bearer Spell you cast when making an attack roll with one.


  • Spell Save DC = 8 + your proficiency bonus + your Charisma Modifier
  • Spell Attack Modifier = your proficiency bonus + your Charisma

Spellcasting Focus

You can use your attuned Battle Standard as your Holy Symbol as a Spell Casting Focus for your Standard Bearer Spells.

Divine Smite

Starting at 3rd Level, when you hit a creature with a Melee weapon attack, you can Expend one Standard bearer spell Slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is undead or a fiend.

Faithful Beacon

At 7th Level, you become a beacon of the gods grace granting you an Aura of Perseverance protecting you and allies from suffering mortal wounds. When you or allies within 15ft of you suffer a critical hit, Faithful beacon turns that attack into a Normal hit. Any effects triggered by a critical hit are canceled.

Consecrated Ground

Starting at 11th Level, you stamp your Attuned banner into the ground momentarily sending radiant energy out in a 30ft radius Creating a Lingering Effect to all within its influence. All Allies that start or end their turn within consecrated ground are healed for 1d12 Hitpoints. This Increases to 2d8 at 14th. At 15th Level, Enemies that end their turn within consecrated ground take 1d8 Radiant Damage, This Damage increases to 2d6 Damage at 19th Level. The Effects from this feature last for 1 minute or until the Divine Herald becomes unconscious or dies. Consecrated ground can only be used once per Long rest.

Divine Judgement

At 20th Level, you have been granted a gift for your efforts to Bring down Castle and Country in the name of the gods. Choosing a point within 60ft of you, you call down a 20ft by 20ft by 100ft Pillar of Radiant Energy from the heavens to Smite your enemies. Each Creature within the Radius of Divine Judgement must Succeed a Dexterity Check vs your Spell Save DC For half, or Take 5d10 Radiant Damage + Your Spell Attack Modifier. Additionally, you may Spend any Number of Spell Slots 5th Level or Higher to Increase the Damage by an Additional 1d10 (Maximum of 10d10) This Ability can only be used once Every Long Rest.

Standard Bearer
Standard Bearer Level Cantrips Known 1st 2nd 3rd 4th 5th
3rd 2 2 --- --- --- ---
4th 2 2 --- --- --- ---
5th 2 3 2 --- --- ---
6th 2 3 2 --- --- ---
7th 2 4 2 --- --- ---
8th 2 4 3 --- --- ---
9th 2 4 3 2 --- ---
10th 3 4 3 2 --- ---
11th 3 4 3 2 --- ---
12th 3 4 3 3 --- ---
13th 3 4 3 3 1 ---
14th 3 4 3 3 1 ---
15th 3 4 3 3 2 ---
16th 3 4 3 3 2 ---
17th 3 4 3 3 2 1
18th 3 4 3 3 3 2
19th 3 4 3 3 3 3
20th 3 4 3 3 3 3

Standard Bearer: Divine Herald Spell List

This page uses spells from the D&d 5th Edition Players Handbook. These spells can be found In Chapter 11 from the Players Handbook. Check the spell description section for details on the following spells.

Cantrips (0 Level)

Guidance
Light
Mending
Resistance
Sacred Flame
Spare the Dying

1st Level

Bane
Bless
Command
Compelled Duel
Cure Wounds
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Divine Favor
Heroism
Protection from Evil and Good
Searing Smite
Shield of Faith
Thunderous Smite
Wrathful Smite

2nd Level

Aid
Branding Smite
Enhance Ability
Magic Weapon
Spiritual Weapon
Warding Bond
Zone of Truth

3rd Level

Aura of Vitality
Beacon of Hope
Blinding Smite
Crusader's Mantle
Daylight
Dispel Magic
Elemental Weapon
Remove Curse
Revivify

4th Level

Aura of Life
Aura of Purity
Death Ward
Freedom of Movement
Guardian of Faith
Staggering Smite

5th Level

Banishing Smite
Circle of Power
Destructive Smite
Flamestrike
Hallow

Credits

Artwork

Cover Page: Jaan Van Eeden

Conqueror Page: Dashinvaine

Martyr Page: Justin Usher

Divine Herald Page: Manuel Castañón

GM Binder Watercolor Splashes

Standard Bearer