***Those who wield charismatic power on the battlefield are usually the ones who lead nations and armies into combat. These combatants enhance their allies and bring detrimental effects to their foes when their group works together.*** ## Bonus Proficiencies When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Persuasion, Intimidation, Deception or Performance. You also gain proficiency in Weaver's Tools. ## Banners At level 3 you've learned how to put your inspirational power into your banners, creating different effects within a certain radius of each banner. ***Preparing and Activating Banners:*** You prepare the list of Banners that are available to you each time you finish a long rest if you have weaver's tools with you. You prepare a number of Banners equal to your Charisma modifier plus your proficiency bonus. To activate a Banner you must use your bonus action and either affix it to a glaive, halberd, lance, pike, quarterstaff or spear, causing the banner to hang from your weapon, you can hold the banner in a free hand, or you can place it within an unoccupied space within 5ft of you. While activated a banner gives off an aura described in its description. The auras last for 1 hour unless stated otherwise. A banners aura does not extend through total cover. You can have a number of banners activated at once equal to your Charisma modifier. but can only have one affixed or held by you at any given time. Banners are non-magical objects that have an AC of 12 plus your Charisma modifier and a number of hit points equal to 5 times your fighter level. If forced to make an ability check or saving throw, treat all of its ability scores as 10 (+0). A banner is destroyed if it is reduced to 0 hitpoints, if you use a bonus action to destroy it, or if its aura's duration ends. ***Saving Throws*** Some of your banners may require creatures to make a saving throw to resist the banners's effects. The saving throw DC is calculated as follows: ***Banner save DC*** = 8 + your proficiency bonus + your Charisma modifier. ## Inspirational Leader Starting at 7th level, when you roll initiative and are not surprised, you and each ally within 10ft of you can add your Charisma modifier to their initiative roll. > Art by Sanghyun Kam on Artstation \columnbreak ## Unwavering Dedication Starting at 10th level, you can use your dedication to your allies to help them overcome obstacles. Whenever an creature you can see within one of your banner's auras makes a saving throw or ability check you can add your Charisma modifier to their roll. You may use this ability after you see the dice but before the DM tells you whether it was a success of fail. You can use this ability a number of times equal to your proficiency bonus and you regain all expended uses on a short and long rest. ## Exhilarating Spirit At 15th level you've learned how to let your allies benefit from your own bodies adrenaline by pure inspirational force, allowing you to use your Second Wind and Action Surge in new ways. ***Healing Wind:*** Your Second Wind feature also adds your Charisma modifier to the amount healed. Additonally, whenever you use your Second Wind feature, you and all allies within your banner's aura regains the same amount of hitpoints. ***Adrenaline Rush:*** Whenever an ally you can see within your banners aura finishes their action, you may expend a use of your Action Surge as a reaction to give them another action. You can use this effect once without expending a use of Action Surge once a long rest. ## Unbreakable Zeal At 18th level you've learned how to provide even better encouragement to your allies. Your banners have resistance to all damage, you can choose to double a banners aura size whenever you activate it, and you gain a special reaction that you can use to allow an ally within 60ft of you to make a melee or ranged weapon attack against an enemy within their range. You can use this reaction once a round without expending your reaction. \pagebreakNum # Banners ### Banner of Invigorating Health While within 15ft of this banner, you and all allies immediately stabilize upon succeeding on a death saving throw. In addition, you and all allies have advantage on saving throws against poison and disease. ### Banner of Celestial Valor While within 15ft of this banner, you and all allied creatures deal an extra 1d4 radiant damage on weapon attacks and are considered to be under the effects of the *Protection From Evil and Good* spell. ### Banner of Flaming Might While within 15ft of this banner, you and all allied creatures deal an extra 1d4 fire damage on weapon attacks and have advantage on Strength ability checks and saving throws. ### Banner of Troll Hide While within 15ft of this banner,you and all allied creatures gain temporary hitpoints equal to half your level+ your proficiency bonus whenever they start their turn in the aura. ### Banner of the Broken Sky While within 60ft of this banner, creatures of your choice are considered to be in difficult terrain while flying and must succeed a Strength saving throw or are pulled downward 30ft if they end their turn within the aura. ### Banner of Shared Suffering When you activate this banner, choose two willing creatures you can see within 60ft of you. While within 30ft of this banner, whenever one of the chosen creatures takes damage, the damage is halved and the other chosen creature takes the same amount of damage. ### Banner of Dread Whenever a creature of your choice starts their turn within 15ft of this banner they must succeed a Charisma saving throw or become frightened of the banner for 1 minute and gain vulnerability to necrotic damage. If the creature has immunity to necrotic damage it instead has resistance, and if it has resistance it instead loses the resistance. A creature can repeat this save at the end of each of their turns. \columnbreak ### Banner of Lightning Speed While within 15ft of this banner, you and all allied creatures who starts their turn in the aura gain an extra 15ft of movement and resistance to lightning and thunder damage until the end of their turn. ### Banner of Killer Instincts While within 15ft of this banner, you and all allied creatures deal an extra 1d4 damage on weapon attacks and have advantage on Dexterity saving throws. ### Banner of Inspiring Intellect While within 15ft of this banner, you and all allied creatures have resistance to psychic and force damage and advantage on Intelligence saving throws. ### Banner of Magical Reserves While within 15ft of this banner, you and all allied creatures can use a bonus action to regain a 1st level spell slot. A creature can use this bonus action a number of times equal to their proficiency bonus per long rest. ### Banner of Charismatic Coordination While within 15ft of this banner, you and all allied creatures have advantage on Charisma ability checks and saving throws. Additionally you can remove the blind, charmed, frightened, deafened, paralyzed, or stunned condition to an ally in the aura as an reaction. ### Banner of the Wise Yeti While within 15ft of this banner, you and all allied creatures have deal an extra 1d4 cold damage on weapon attacks and have advantage on Wisdom saving throws. ### Banner of Surging Waves While within 15ft of this banner, all enemies who start their turn in the aura must succeed a Strength saving throw or take 1d6 bludgeoning damage and fall prone. Creatures who succeed this save take half damage and are not knocked prone. ### Banner of Rising Winds While within 30ft of this banner, you can use an action or bonus action to cause a creature of your choice to rise 30ft into the air. If the target is not willing they must succeed a Strength saving throw. The target stays in the air until the start of your next turn at which you can choose if they fall or float down safely. \pagebreak ### Banner of the Phoenix While within 15ft of this banner you and all allied creatures have resistance to fire damage. If an ally would die while within this aura you can destroy this banner and cause yourself to take 5d12 fire damage that cannot be reduced in anyway to cause that ally to instead drop to 1 hitpoint. ### Banner of the Sanctuary While within 15ft of this banner you and all allied creatures have resistance to damage from area of effect spells and abilities, such as that of a dragon's breath or fireball. ### Banner of Linguistic Understanding While within 60ft of this banner, you and all creatures of your choice are under the effect of the *Tongues* spell. ### Banner of Giant Size While within 30ft of this banner, you can use your action or bonus action to cause a creature of your choice to grow in size, as if under the "enlarge" effect of the of the enlarge/reduce spell for 1 minute. You can only have 2 creatures under this effect at the same time. ### Banner of the Explosive Fool While within 60ft of this banner you can cause it to explode using your bonus action, destroying it in the process. Each creature within 20ft of the banner must succeed a Dexterity saving throw or take a number of d6s in fire damage equal to your proficiency bonus ### Banner of the Laughing Jester While within 15ft of this banner, enemies who start their turn in the aura must succeed a Wisdom saving throw or be effected by the *Tasha's Hideous Laughter* spell for 1 minute or until they leave the aura of the banner. ### Banner of the Dragon Turtle While within 60ft of this banner, you and all allies gain a swimming speed of 30ft and can breath underwater. ### Banner of The Pack While within 15ft of this banner you can target an enemy within the aura as a bonus action. The target must succeed a Charisma saving throw or all attacks against it have advantage until the start of your next turn. ### Banner of the Silent Mime The 15ft aura of this banner is pure silence, as if under the *Silence* spell. \columnbreak ### Banner of Hearth and Home This banner lasts for 8 hours instead of 1. While within 10ft of this banner you and all allies are under the effect of the *Leomund's Tiny Hut* spell and can roll an additional hit die after completing a short rest. ### Banner of the Dark Moon The 15ft aura of this banner is shrouded in magical darkness, as if by the *Darkness* spell. Creatures of your choice within this aura have resistance to radiant damage. ### Banner of the Watchful Sentry This banner lasts for 4 hours. While within the 15ft aura of this banner, you and all allies have advantage on Perception (Wisdom) checks and cannot be surprised. ### Banner of the Demon's Claw While within 15ft of this banner, enemies who start their turn in the aura take 2d6 slashing damage and must succeed a Constitution saving throw or have their hitpoint maximum reduced by the same amount of slashing damage taken until the creature finishes a long rest or has *lesser restoration* or similar magic casted on them. ### Banner of Illusions and Deceit While within 15ft of this aura, a number of creatures of your choice equal to your Charisma modifier have their appearance modified by a magical illusion of your choice as if the *Disguise Self* spell had been casted on them. Additionally, the same chosen creatures have advantage of Deception (Charisma) checks pertaining to their disguise. ### Banner of the Angelic Truth The 15ft aura of this banner is imbued with the insight of an angel, as if by the *Zone of Truth* spell. ### Banner of the Shield Guardian While within 15ft of this banner, a number of allies of your choice equal to your proficiency bonus is considered to have half cover from all directions. ### Banner of the Storm Shield The 30ft aura of this banner is always a comfortable temperature with still winds and dry surroundings regardless of the weather outside. This banner lasts for 4 hours.