Fighter: Banneret (Revised)

by OnyxDunes

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Fighter: Banneret (Revised)

Bannerets are commanders who inspire greatness in others by committing brave deeds in battle. Their mere presence of one on the battlefield is enough to cause some orcs and bandits to seek easier prey. A lone banneret is a skilled warrior, but a banneret leading a band of allies can transform even the most poorly equipped militia into a ferocious war band. banneret leads through deeds, and rallying words. As a banneret spearheads an attack, their actions can awaken reserves of courage and conviction in allies that they never suspected they had.

Please feel free to play test this subclass, and message me @OnyxDunes, I'd love to hear feedback on any of it.

Martial Archetype: Banneret
Fighter Level Features
3rd Rallying Cry, Battlefield Commander
7th Royal Envoy
10th Inspiring Surge
15th Bulwark
18th Final Stand

Features

Rallying Cry

When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries, bring them back from the brink, and turn the tide of battle.

At 3rd level, when you use your Second Wind feature, you can choose up to your Charisma modifier (minimum of + 1) number of allies within 60 feet of you, provided that that can see, and or hear you. Your allies regains hit points equal to your fighter level + your Charisma modifier. You and your allies healed this way, gain temporary hit points equal to your fighter level.

Battlefield Commander

Starting at 3rd level, you can forgo one of your attacks whenever you take the attack action to use the Help Action.

Additionally, when you use the Help Action to aid an ally in attacking a creature, your ally gains a bonus to the attack, and damage roll equal to your Charisma modifier, and the target of that attack can be within 60 feet of you. Provided that your ally can see, and or hear you.

Royal Envoy

Your travels and experience has given you both an edge in battle, and social situations. Granting you a rapport with the people of varying backgrounds.

At 7th level, you gain proficiency in both the Persuasion and Insight skills, and your proficiency bonus is doubled for any ability check you make that uses Persuasion or Insight. Whenever you make a Wisdom (Insight) check, you gain a bonus to the check equal to your Charisma modifier.

Inspiring Surge

Starting at 10th level, when you use your Action Surge feature, you can choose a number of allies equal to your Charisma modifier (minimum of + 1) within 60 feet of you to make a melee, ranged, or spell attack against a target within range. Provided that they can see, and or hear you.

Bulwark

Beginning at 15th level, when you and your allies are within 10 feet of each other, you each gain the benefits of half cover.

In addition, when you use your Indomitable feature you can also aid a number of allies within 10 feet of you, equal to your Charisma modifier, (minimum of + 1) that fail a saving throw. Provided they can see, and or hear you. You both re-roll the saving throw, with a bonus equal to your charisma modifier.

Final Stand

In the most dire moments you can call upon an inner resolve to bolster yourself, and your troops for a last ditch effort.

At 18th level, when you use your Rallying Cry feature, if you or the allies you have rallied are reduced to 0 hit points but not killed outright, you instead drop to 1 hit point, this benefit lasts a the end of your next turn.

Artwork by lucid.demons

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Banneret|(Revised) by OnyxDunes
 

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