Banneret

by Pike808

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Banneret (Revised)

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.

Royal Envoy

Starting when you choose this archetype at 3rd level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.

Your proficiency bonus is doubled for any ability check you make that uses Persuasion.

Rallying Commands

Also at 3rd level, you learn how to inspire your allies to fight on past their injuries. When you use your Second Wind feature, you regain additional hit points equal to your Charisma modifier and you and all friendly creatures gain one additional effect from this feature.

  • Hold the Line. You shout a bellow of conviction to your allies, increasing their resilience in combat and inspiring them to keep fighting regardless of their injuries. Three other allied creatures of your choice that you can see within 30 feet of you regain hit points equal to your Charisma modifier + half of your fighter level (rounded down). Any healing from this feature or Second Wind that exceeds maximum health is converted to temporary hit points.

  • Battle Cry. When victory is near, your voice becomes the sharpest weapon in battle. All allied creatures that can see or hear you within 30 feet of you can add your Charisma modifier to one attack made until the start of your next turn and the damage increases by 1d4.

  • Safe Retreat. You shout a roar of reorganization. All creatures of your choice who hear you within 30 feet of you, can use their reaction to move up to their speed , attacks of opportunity have disadvantage against those creatures.

Resolute

At 7th level you are a steadfast rock in the face of danger. While you are not incapacitated you and any allied creature who can see you within 30 ft. has advantage against being frightened or charmed.

At the end of your turn you can end one of those conditions affecting you and as a bonus action you can end one of those conditions affecting an allied creature.

Inspiring Banneret

Starting at 10th level, when you use your Action Surge feature, you can choose up to three allied creatures within 30 feet of you that can see or hear you. Each of those allies can use their reaction to move up to their move speed and take the Attack action.

Additionally, your rallying commands feature is improved. You have participated in great battles and improved how you lead your companions in battle as a figure of great confidence and military knowledge.

  • Hold the Line. Add your fighter level instead of half.
  • Battle Cry. Damage improved to 1d4 to 1d6. Until the start of your next turn a rallied creature can add your charisma modifier to one of its attack rolls on any of these attacks instead of only the first attack.
  • Safe Retreat. Add 5 ft. their speed on the retirement and don't provoke opportunity attacks.

Bulwark

Starting at 15th level when friendly creatures within 30ft of you are subject to a saving throw, you can use your reaction to grant them advantage on the saving throw. You can affect a number of creatures equal to your Charisma modifier (minimum 1). If a creature would take damage from the effect, they only take half damage on a failed save, or no damage if they succeed on the saving throw.

Once you use this feature you cannot use it again until you finish a short or a long rest.

Marshall

Starting at 18th level you are a leader from the front lines, inspiring your allies to continue the fight.

All your allies within 60 ft of you add your Charisma modifier to their initiative.

You can use a bonus action on your turn to grant a creature temporary hit points equal to 5 + your charisma modifier and advantage on their next attack roll. They must be within 60ft and able to see or hear you to gain the effect.

You can use this feature a number of times equal to your charisma modifier (minimum 1), and regain all expended uses when you finish a short or long rest.

 

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