Fighter
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 Cry

When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.

As a bonus action on your turn, you can choose up to a number of creatures equal to your Proficiency Bonus other than yourself within 60 feet of you that are allied with you. Each one regains hit points equal to 1d10 + half your fighter level (rounded down), provided that the creature can see or hear you. Any hit points gained from this feature in excess of their hit point maximum become temporary hit points instead. You can use this feature a number of times equal to your Proficiency Bonus an regain all expended uses when you finish a long rest.

Royal Envoy

Knights of high standing are expected to conduct themselves with grace. 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 Ponus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the Skill Proficiency you gain from this feature.

Encouraging Presence

At 7th level, you learned to navigate the field and encourage others with your actions. You can use the Dodge action or the Help action as a bonus action. When you use your bonus action in this way, you produce one of the following effects:

Dodge. When you use your bonus action to Dodge, the first time a creature misses you with an attack roll before the start of your next turn you can immediately move up to 10 feet in any direction. This movement does not provoke Attacks of Opportunity.

Alternatively, you can allow any allied creatures within 10 feet of you to take this movement instead.

Help. When you use your bonus action to Help and aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you. This aided attack adds your Proficiency Bonus to the damage roll on a hit.

Alternatively, instead of adding your Proficiency Bonus to the damage, if this aided attack hits you can grant temporary hit points equal to 1d6 + your Proficiency Bonus to either yourself, the creature you help, or one other creature of your choice within 5 feet of either of you.

Inspiring Surge

Starting at 10th level, you inspire others which gives them a potent edge in combat. When you use your Action Surge feature you can select up to a number of creatures equal to your proficiency bonus within 60 feet of you. Each of these creatures can take an additional action on their next turn; this action can be used only to take the Attack (one Unarmed Strike or weapon attack only), Dash, Disengage, Hide, or Use an Object action.

Bulwark

Beginning at 15th level, at the start of each of your turns, you can choose one ability score. Until the start of your next turn, if your were not already, you become proficient in saving throws you make with the chosen ability. Alternatively, you can choose to extend this benefit to allies within 10 feet of you.

Marshal Action

Starting at 18th level, when you use the Bonus Action granted to you by your Encouraging Presence feature, the added effects of the Dodge and Help actions receive the following improvements:

Dodge. When you use your bonus action to Dodge, the distance you or your allies can move when an attack roll misses you is equal to half of your or your ally's speed, rather than 10 feet.

Help. When you use your bonus action to Help and aid an ally in attacking a creature, the amount of extra damage that is dealt or temporary hit points granted to a creature within range on a hit equals 1d10 + half your Fighter level.

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