Base Class: Fighter
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.
Rallying Exemplar
Starting at 3rd level, you learn how to lead by example in the midst of combat, inspiring your allies and strengthening your own resolve.
When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your fighter level (minimum of 1 temporary hit point).
In addition you gain the ability to bolster those around you with a word of encouragement. You can use a bonus action to give each creature of your choice within 10 feet temporary hit points equal to your Charisma modifier. You may use this ability a number of times equal to your Proficiency bonus, regaining all uses after completing a long rest.
Royal Envoy
Also at 3rd level, you accept that knights of high standing are expected to conduct themselves with grace. You gain proficiency in the Persuasion skill. Your proficiency bonus is doubled for any ability check you make that uses this skill.
Inspirational Leader
At 7th level, your presence on the battlefield becomes a beacon of hope to your allies. 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. At 18th level, you can choose two allies within 60 feet of you, rather than one.
Additionally, 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 hit points equal to your fighter level, provided that the creature can see or hear you.
Additional Fighting Style
Bannerets are expected to be masters of many styles of combat to better lead by example. Also at 10th level, you can choose a second option from the Fighting Style class feature.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Superior Technique
You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Strengthening Word
At 10th level, you've become a master at encouraging others to keep going in the face of hardship. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Charisma modifier to the roll. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.
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.
Peerless Knight
Finally at 18th level, you become a paragon of knightly values and prowess. You gain gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
In addition, you can choose a third option from the Fighting Style class feature.
Comments