Fighter
Base Class: Fighter

Bannerets are the first ones to step foot on the battlefield, they lead the charge and carry the banner of their kingdom into battle. Trained in diplomacy, they will often represent their king in peace talks and negotiations with other leaders. Bannerets are expertly trained in combat and are the drill sergeants of the armies they lead.

Rallying Charge

When you choose this archetype at 3rd level, you learn to give your party the upper hand when you charge into combat. Allies within 30 feet of the banneret will gain a bonus to their initiative equal to your charisma modifier when they roll at the start of combat; this effect doesn't take place if the party is surprised. If this feature is active, the bannerett will also gain an extra 20 ft. of movement speed and advantage on intimidation checks for the first round of combat.

Royal Envoy

A banneret is an envoy of the crown it serves. They need to be efficient at diplomacy when things get rough.

At 7th 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: Deception, Insight, Intimidation, or Performance.

You have advantage on any charisma checks when dealing with leaders of armies or envoys of such leaders.

Enraging Taunt

Starting at 10th level, you can use an action to bang your shield, belittle the enemy or make an otherwise enraging gesture to taunt your foes. All enemies within 15 ft. of you must make a wisdom save with a DC equal to 8 +your proficiency mod + your charisma modifier or be taunted by you for 1 minute, they can repeat the save at the end of each of their turns. Taunted enemies will be enraged by the banneret and have disadvantage on attack rolls against any creature other than the banneret. If this ability is used more than once on the same enemy they will automatically succeed the save.

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.

Battle Formation

Starting at 18th level, you learn to work in a battle formation and use it to overwhelm your enemies extremely well. For every ally adjacent to you increase your AC by one.

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