Fighter - Banneret (Revised)

by Frootbat

Search GM Binder Visit User Profile

Banneret

A banneret is a knight who inspires greatness in others by committing brave deeds in battle. The mere presence of one in a hamlet 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.

A banneret prefers to lead through deeds, not words. As a banneret spearheads an attack, their actions can awaken reserves of courage and conviction in allies that they never suspected they had.

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.

Inspiring Strikes

At 3rd level, your strikes land in a glorious and courageous display, emboldening nearby allies. Once per turn when you strike a creature with a weapon attack, you can deal an additional 1d4 damage. Additionally, choose one creature within 30 feet of your target. That creature gains a banner die, a d4, which lasts until the start of your next turn. When this creature makes an attack roll or saving throw, it can expend the die and add 1d4 to the roll.
The die used by this feature increases to 1d6 at 10th level in this class.


Additionally, you gain proficiency in persuasion, if you weren't already. Your proficiency bonus is doubled for any roll that uses this skill.

Rallying cry

When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.

When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains the same number of hit points, provided that the creature can see or hear you. additionally, you can use second wind an additional time between rests.

Rebuke of the Many

By the 7th level, You learn to turn away your foes with your inspiring conviction. When you hit a creature with a weapon attack, you can force it to make a charisma saving throw against a DC equal to 8 + your proficiency bonus + your strength or dexterity modifier. If they fail, they are frightened of you until the end of your next turn, and must use their action to dash away from you.
You can use this feature a number of times equal to your proficiency bonus, and regain all uses on a long rest.

Inspiring Surge

Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.

Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.




Bulwark

Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll. Each of you can also add a d6 to the roll.

Legendary Leader

By 18th level, your martial prowess makes you and your allies into unbeatable warriors. When you reduce a creature to 0 hitpoints, choose a creature within 60 feet of you. That creature gain temporary hitpoints equal to your fighter level, which lasts until the end of your next turn.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.