Base Class: Fighter
Banner Mastery is the nearly forgotten art of shaping the battlefield through the use of magically enchanted banners. Those skilled in the ways of banner mastery learn how to apply the Weave of magic into their banners and place them as rally points for their comrades in battle. Banner Masters are often found in the first wave of attacks, planting their flags as points of healing and respit. Experts in this art have learned how to adapt the enchantments form into auras of damage and protection.
Banner Mastery
Banner Enchantments. You learn three Banner Enchantments of your choice, which are detailed under “Banner Enchantments” below. Many Banner Enchantments enhance the battlefield in some way. You can use only one Banner at a time.
You learn two additional banner enchantments of your choice at 7th, 10th, and 15th level. Each time you learn new banner enchantments, you can also replace one banner enchantment you know with a different one.
Banner Dice. You have three banner dice, which are d8s. A banner die is expended when you use it. You regain all of your expended banner dice when you finish a short or long rest.
You gain another banner die at 7th level and one more at 15th level.
Saving Throws. Some of your banner enchantments require your target to make a saving throw to resist the banner’s effects. The saving throw DC is calculated as follows:
Banner save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Student of War
At 3rd level, you gain proficiency with one type of artisan’s tools of your choice.
Banner Enchantments
The Banner Enchantments are presented in alphabetical order. Enchantments have a duration of 30 seconds (5 rounds) once placed unless otherwise noted.
Bannerman's Bane
On your turn, you can use an action and expend one banner die to place this banner. When placed, this banner creates a 15' radius for 30 seconds with a transluscent pink aura that effects all enemy creatures within the bounds of the sphere. Creatures must make a Charisma Saving throw when they start or enter the Banners influence (only once). Whenever a target that fails this saving throw makes an attack roll or a saving throw before the banner effect ends, the target must roll half of a banner dice (rounded up) and subtract the number rolled from the attack roll or saving throw. Creatures effected by this ailment maintain the effect for up to 30 seconds. If they leave the radius of the banner's range, they can use an action to make a new Charisma Saving throw and attempt to shake off the Bannerman's Bane. The DC decreases by 1 with each attempt. The baseline DC is equal to 8 + your proficiency bonus + your Wisdom modifier.
Bannerman's Stride
On your turn, you can use an action and expend one banner die to place this banner. This banner, when placed, creates a 15' radius sphere of rapidly pulsing orange light. Friendly targets that start their turn in the banner's influence are granted double speed, a +2 bonus to AC, have advantage on Dexterity saving throws, and gain an additional action on its turn. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. The banner's influence lasts for 30 seconds.
Blade Sphere
On your turn, you can use an action and expend one banner die to place this banner. When a hostile creature enters or starts their turn in the whirling red 15' radius area the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d (Banner Dice) slashing damage. On a successful save, the creature takes half as much damage. The banner enchantment lasts for 30 seconds. The Dex save DC = 8 + your proficiency bonus + your strength modifier.
Brace
On your turn, you can use an action and expend one banner die to place this banner . A transluscent blue sphere with a 15' radius surrounds the banner for 30 seconds. All friendly creatures, including the banner master, gain an immediate +2AC as floating transluscent blue shields swarm around them. The effect ends if the creature finishes their turn outside of the banner's sphere.
Commanding Presence
On your turn, you can use an action and expend one banner die to place this banner. Any enemy creatures within a 15 foot radius of the banner must immediately make a Widom saving throw or be inflicted with Fear for 30 seconds. Enemies may use their action to attempt a save against the fear at the start of their turns once they've left the sphere's influence. Any enemy creature that enters the effect of the Banner must immediately make their save. Fear lasts for 30 seconds or until incapacitated. The DC subtracts by 1 with every attempt to remove it made outside of the sphere. The DC is equal to your 8 + your proficiency bonus + your Wisdom modifier.
Courage
On your turn, you can use an action and expend one banner die to place this banner. Once placed, this banner creates a 30' radius of transluscent yellow light for 30 seconds. This effect allows friendly targets who enter or start their turn in the banners influence to add half (rounded up) of your banner die to one saving throw per turn. For example, if your banner dice is a d8, the ally or Banner Master will add half of a rolled d8 to their saving throw. Each roll does NOT consume the banner die. The use of the banner consumes the banner die and dictates what the rolled die will be, d8, d10, or d12.
Elemental Banner
On your turn, you can use an action and expend one banner die to place this banner. Once placed, this banner creates a 30 second ethereal pit of elemental damage that extends across the ground in a 15' radius. The element is chosen by the Banner Master when they enchant the banner. Any creature who enters or starts their turn in the banner's influence immediately takes 8 D(banner dice) + your proficiency bonus. The ethereal pit effect counts as difficult terrain for enemy creatures.
Gravity Well
On your turn, you can use an action and expend one banner die to place this banner. Once placed, this banner has a 15 foot radius and glows with a slowly pulsating black light. The effect is similar to a gravity well. All hostile creatures who enter or start their turn in the sphere's influence must immediately make a Strength saving throw. Failure to save means that they are restrained for 30 seconds.
- A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
- Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
- The creature has disadvantage on Dexterity saving throws.
Creatures may use their action on subsequent turns to attempt another saving throw to escape the Gravity Well. Once a creature has succeeded on their save they may move freely in and out of the sphere's influence. The Strength Save DC = 8 + your proficiency modifier + your Strength modifier.
Holy Aura
On your turn, you can use an action and expend one banner die to place this banner. Once placed, this banner flashes bright, divine light and coalesces in a soft radiance in a 30-foot radius. Creatures of your choice in that radius when you place this banner shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends. This Holy Aura remains on players that exit the sphere's influence for 30 seconds after they exit the sphere or until the banner enchantment expires. The sphere lasts for 1 minute.
Mage Bane
On your turn, you can use an action and expend one banner die to place this banner. The banner glows in a transluscent white light with a radius of 20' for 1 minute. Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.
Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.
Areas of Magic. The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.
Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.
Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere.
Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.
Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other.
Rally Cry
On your turn, you can use an action and expend one banner die to place this banner and enhance the resolve of your companions within the transluscent green 30' radius sphere. When you do so, friendly creatures who enter or start their turn in the banner's influence, immediately gain temporary hit points equal to the banner dice + Wisdom modifier at the end of their turn. Incapacitated allies gain be stabalized with this effect. The healing presence of this banner lasts for 30 seconds. The temporary hit points follow the rules of temporary hit points laid out in the Basic Rules.
Watchful Eye
On your turn, you can use an action and expend one banner die to place this banner . A transluscent red sphere with a radius of 15' encompasses the banner for 30 seconds. Friendly creatures gain advantage on one attack per turn while encompassed in the banner.
Withered Lethargy
On your turn, you can use an action and expend one banner die to place this banner. Your banner alters time in a 15' radius against enemy creatures with a slowly pulsing purple glow. Any enemy creature that starts or enters the sphere's influence must immediately succeed on a Wisdom saving throw or be affected by this banner as long as they remain in the banners influence. Affected creatures that leave the radius make another Wisdom saving throw at the end of each of its turns. The DC subtracts by 1 on each attempt. On a successful save, the effect ends for it. The Banner Save DC = 8 + your proficiency bonus + your wisdom modifier.
An affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
Flag Bearer
With continued practice and experience, your Banner Mastery now allows you to strap the banner to yourself and move freely around combat. The aura moves with the banner. The banner loses it's effect if the enchanter falls unconscious.
Improved Banner Enchanting
At 10th level, your banner dice turn into d10s. At 18th level, they turn into d12s.
Relentless
Starting at 15th level, when you roll initiative and have no banner dice remaining, you regain one banner die.
Improved Banner Enchantments
At 18th level, your banner dice turn into d12s.
Previous Versions
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12/27/2021 10:42:09 PM
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