Base Class: Fighter
Knight Banneret are warriors who pledged to protect the crown, they take the fight against evil beyond the kingdom's borders. A Knight Banneret follow a strict code of chivalry to guide them in their fights against evildoers. A Knight Banneret inspires greatness in others by committing brave deeds in battle. A Knight Banneret prefers to lead through deeds, not words. As a Knight Banneret spearheads an attack, their actions can awaken reserves of courage and conviction in allies that they never suspected they had.
Rallying Cry
When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries. When you use your Second Wind feature, one creature within 60 feet of you that is allied with you, also regains the same amount of hit points, provided that the creature can see or hear you. You also gain an additional use of your Second Wind feature at the 10th level.
Royal Envoy
A Knight Banneret serves as an envoy of the crown. Your discipline, self-control and attention to detail allow you to excel in social situations.
At 7th level, you gain proficiency in Charisma saving throws as well as the Persuasion skill. If you are already proficient in Persuasion, you gain proficiency in one of the following skills of your choice: Insight or Intimidation. Your proficiency bonus is doubled for any ability check you make that uses Persuasion.
Inspiring Surge
Starting at 10th level, 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 use its reaction to make one melee or range attack or use a cantrip provided that it can see or hear you. Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.
Empowering Presence
Starting at 15th level, your presence in battle bolsters your comrades. When rolling initiative, you and all creatures within 60 feet of you that is allied with you, provided that the creature can see or hear you add your proficiency bonus to the roll.
Call to Arms
At 18th level, you can use your Bonus Action to let loose a Call to Arms, empowering your allies and bolstering their resolve. You and all creatures within 60 feet of you that is allied with you, provided that the creature can see or hear you gain temporary hit points equal to your fighter level and add a d4 to damage rolls till the end of combat. Once you use this feature, you must finish a long rest before you can use it again.
Previous Versions
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4/19/2023 8:30:47 PM
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