Fighter: Purple Dragon Knight (Alternative) - Revision

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Fighter

Fighters are adept at both melee and ranged combat and skilled with most weapons and armor. Most have a particular style of fighting that they preferred, specializing with great wepaons, single-handed weapons, dual wielding, or ranged weapons. ~

Project

So, the main goal of these revisions was to update some weaker subclasses to be on par with the other subclasses within the same class… while keeping with the designer’s concept. The intended design for the Purple Dragon Knight Fighter was to be a fighter who can affect or boost their group by just being there doing their thing. Many people rebuilt this subclass as either paladin-like or as a charisma-based fighter.

The designer’s goal was to have a fighter who could do more things, better things, or different/extra things by just doing what a fighter would normally do. This is why the subclass features are linked to the fighter’s features. This is a great concept in theory, however, horrible in practice since the fighter’s abilities have a very limited number of uses during a fight and situational times to use them. The subclass makes most players feel like they have to trigger their abilities not because they want to, but because their allies need it. And as it was pointed out on the original revision of the Banneret, some felt this subclass was a trap; a player either weakens their fighting by attempting to support or they don’t by refusing to assist their allies. Yes, this is not true for all.

So, while the first revision was focus on keeping the idea of features triggering from fighter features, many dislike the original design concept. So, this alternative revision goes off some with the main focus being on a similar goal, except removing it from being linked to the Fighter’s core features.

At this time, testing or any usage of this alternative revision has not been done and responses are welcomed to help augment this version for any future use.

Purple Dragon Knight

Banneret (Alternative)

Source: Revision Testing
Original from Banneret Revision which was based from From Sword Coast Adventurer's Guide

Banneret serves as the generic name for the Purple Dragon Knight archetype, if you use it in campaign settings other than the Forgotten Realms or to model warlords other than Purple Dragon Knights.

Rallying Cry

At 3rd level, you learn how to inspire your allies to fight on past their injuries. You can choose up to three allies within 60 feet of you, that is not incapacitated and able to see or hear you. As a bonus action, each target regains hit points equal to your fighter level. If any are already at maximum hit points when you use Rallying Cry, they can gain temporary hit points equal to your fighter level.

You can use this feature a number of times equal to your Proficiency Bonus between long rests.

Royal Envoy

Knights of high standing are expected to conduct themselves with grace. At 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, Performance, or Persuasion.

If you have proficiency in Persuasion, then for any checks that use Persuasion you double your proficiency bonus. This is based on if you have proficiency in Persuasion and not on what proficiency you picked for this feature.

Encouraging Presence

At 7th level, you learned to navigate the field and encourage others with your actions. You can use the Dodge action or the Help action as a bonus action. You can use the Help action to aid an ally in attacking a creature if the ally and creature are within 60 feet of you and both are able to see or hear you.

When using your Rallying Cry, each target that is not incapacitated and able to see or hear you, can immediately move 5 feet. This does not trigger an attack of opportunity.

Inspiring Surge

Starting at 10th level, you inspire others which gives them a potent edge in combat. On your turn, you can choose an ally within 60 feet of you. That ally can make one melee or ranged weapon attack with its reaction if they can see or hear you.

Once you use this feature, you must finish a short or long rest before you can use it again.

At 14th level you can use this feature twice before a rest and at 18th level you can use it three times.

Bulwark

Beginning at 15th level, you can extend the encouragement to an ally. Anytime while you aren’t incapacitated and you reroll a saving throw which you and an ally failed against the same effect, then you both can reroll and must use the new rolls. Your ally must be able to see or hear you and be within 60 feet of you. If the reroll is on an Intelligence, a Wisdom, or a Charisma saving throw, then you both can reroll with advantage.

If you and an ally that can see or hear you within 60 feet make a saving throw against the same effect that you succeed​ but your ally did not, then you can use your reaction to have your ally reroll the saving throw.

2021

Decisive Stand

At level 18, you encourage those near you to refocus, to push pass their hesitations, and keep moving forward. When a creature is targeted by Rallying Cry or Bulwark, if they are afflicted by charmed, frightened, or stunned, the condition ends. You are able to ignore the effects of these conditions on yourself, while under the effect of the Dodge action.

(This is triggered at the start of the other features. Before the healing and before the reroll. Rallying Cry does not target you. Bulwark will, but only if something like Indomitable causes a reroll. If you take the Dodge action, you can ignore one of the three conditions until the start of your next turn. While stunned, you are unable to take the Dodge action, but if you took the Dodge action before being stunned, then the effects of stunned will be ignored until the start of your next turn and the effect ends at the normal time.)

Origion File Location

Files copied from Revision on Homebrewery.

2021