Fighter
Base Class: Fighter

Bannerets are warriors chosen to carry the banner of their house or nation into battle and beyond. As champions and emissaries, they wield steel and diplomacy in equal measure, securing alliances, treasures, and victories for their patrons. To become a Banneret is to become a living symbol of your house’s power—every duel fought and quest completed adds to the legacy of your name and banner.

Class Level Class Feature
3 Rallying Standard, Cause of Allegiance
7 Heraldic Companion
10 Strengthened Cause
15 Mobile Standard
18 Unending Conviction

Rallying Standard

You carry a banner that symbolizes your cause, inspiring those who fight alongside you.

As an action, you can plant your banner in an unoccupied space within 5 feet of you. The banner creates a magical emanation, granting Temporary Hit Points equal to your Fighter level to each allied creature that starts its turn within the area, if they don't already have Temporary Hit points.

The banner remains planted for 1 minute, until you are Incapacitated, or until you retrieve it as a bonus action. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Once you reach 10th level, your Rallying Standard feature can be activated as a Bonus Action and its emanation range increases from 10ft to 15ft

Your banner gains additional effects based on your chosen Cause of Allegiance feature.

Cause of Allegiance

When you choose this archetype at 3rd level, you pledge yourself to a greater cause, carrying its ideals into every battle. Select one of the following Causes of Allegiance. Your chosen Cause grants you a personal benefit and empowers your Rallying Standard ability with an additional effect.

Once chosen, your Cause cannot be changed.

Cause Allegiance Buff Rallying Standard Effect
Valiant You gain a +1 bonus to your AC, and you have Advantage on Initiative rolls. When you place your Rallying Standard, the ground beneath it erupts with thunderous force. Each hostile creature within  the banners emanation must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or take 2d6 thunder damage and be pushed 5 feet away from the banner. Friendly creatures are unaffected by this effect.

The damage increases to 2d6 at 7th level, 3d6 at 10th level, and 4d6 15th level.
Harmonious You gain proficiency with the Healer's Kit. Additionally, when you use the Help action during combat, the target of your Help action gains Temporary Hit Points equal to your proficiency bonus. While your Rallying Standard is placed, allied creatures within its range have Advantage on death saving throws.

Additionally, when you place your banner, each ally within its range regains 1d6 hit points. This increases to 2d6 at level 7, 3d6 at level 10 and 4d6 at level 15
Rebellious You can take the Shove action as a Bonus Action. Additionally, you have resistance to all damage from Opportunity Attacks. When an ally within the emanation of your Rallying Standard fails a saving throw, they can use their Reaction to make one melee weapon attack against a creature within their reach.

Additionally, enemies have Disadvantage on Opportunity Attacks against allies within your banner’s range
Diplomatic You gain Expertise in the Persuasion skill, allowing you to add double your proficiency bonus to Persuasion checks.

Additionally, as a Reaction, you can reduce the result of an enemy’s d20 Test by 1d4. You may use this ability a number of times equal to your proficiency bonus, regaining use of it once you finish a Long Rest.
While your Rallying Standard is placed, you and your allies within its range are immune to the Charmed condition.

Additionally, you have Advantage on Charisma (Persuasion) and Charisma (Deception) checks whilst within the banner’s range.
Wealthy Once per Short Rest, you can cast the Identify spell without expending a spell slot. Additionally, once per Long Rest, you can reroll a d20 Test and must use the new result. While your Rallying Standard is placed, you and your allies within its range can reroll one damage die on each of their turns. They must use the new result.

Additionally, whenever an ally reduces an enemy to 0 hit points whilst within your banner’s emanation, they gain 1d4 gold pieces. This effect can only occur once per enemy.
Diplomatic Cause

You gain Expertise in the Persuasion skill. Additionally, as a Reaction, you can reduce the result of an enemy’s d20 Test by 1d4. You may use this ability a number of times equal to your proficiency bonus, regaining use of it once you finish a Long Rest.

While your Rallying Standard is placed, you and your allies within its range are immune to the Charmed condition.

Additionally, you have Advantage on Charisma (Persuasion) and Charisma (Deception) checks whilst within the banner’s range.

Harmonious Cause

You gain proficiency with a Herbalism Kit and can craft Healing potions at half the cost. Additionally, when you use the Help action during combat, the target of your Help action gains Temporary Hit Points equal to your proficiency bonus.

While your Rallying Standard is placed, allied creatures within its range have Advantage on death saving throws. Additionally, when you place your banner, each ally within its range regains 1d6 hit points. 

This increases to 2d6 at level 7, 3d6 at level 10 and 4d6 at level 15.

Rebellious Cause

You can take the Shove action as a Bonus Action. Additionally, you have resistance to all damage from Opportunity Attacks.

When an ally within the emanation of your Rallying Standard fails a saving throw, they can use their Reaction to make one melee weapon attack against a creature within their reach.

Additionally, enemies have Disadvantage on Opportunity Attacks against allies within your banner’s range

Valiant Cause

You gain a +1 bonus to your AC, and you have Advantage on Initiative rolls.

When you place your Rallying Standard, the ground beneath it erupts with thunderous force. Each hostile creature within 10 feet of the banner must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or take 2d6 thunder damage and be pushed 5 feet away from the banner. Friendly creatures are unaffected by this effect.

The damage increases to 2d6 at 7th level, 3d6 at 10th level, and 4d6 at 15th level

Wealthy Cause

Once per Short Rest, you can cast the Identify spell without expending a spell slot. Additionally, once per Long Rest, you can reroll a D20 Test and must use the new result.

While your Rallying Standard is placed, you and your allies within its range can reroll one damage die on each of their turns. They must use the new result.

Additionally, whenever an ally reduces an enemy to 0 hit points whilst within your banner’s emanation, they gain 1d4 gold pieces. This effect can only occur once per enemy.

Heraldic Companion

At 7th level, your unwavering commitment to your cause manifests in the form of a loyal familiar, a living symbol of your ideals and heraldry.

You can cast the Find Familiar spell without using a spell slot. The familiar bypasses the usual restrictions of the Find Familiar spell and is able to take the Attack action when commanded to do so as a bonus action. Once you do so, you can't cast it again in this way until you finish a Short or Long Rest. When you cast the spell, the familiar’s form is determined by your chosen Cause of Allegiance:

Cause Familiar
Valiant Hawk
Harmonious Raven
Rebellious Weasel
Diplomatic Spider
Wealthy Cat

Your familiar embodies the traits of your cause. For example, a hawk representing the Valiant Cause may have feathers that gleam like polished steel, while a cat of the Wealthy Cause may have eyes that shimmer like gold. If the cause that you represent already has an animal that is associated with it, the familiar adopts some physical characteristics of that animal.

In addition, when you use your Rallying Standard feature to place your banner, your familiar gains Temporary Hit Points equal to your Fighter level.

 

Strengthened Cause

At 10th level, your banner becomes a beacon of inspiration, empowering your allies even further.

  • The emanation range of your Rallying Standard increases to 15 feet.
  • You can place your banner using your Rallying Standard feature as a Bonus Action, instead of an Action.

Mobile Standard

Starting at 15th level, you become a living symbol of your cause, carrying your banner with you as you press forward into battle.

  • When you use your Rallying Standard, instead of planting your banner, you can choose to have it attach to you and move with you. The banner follows you at all times, granting its emanation to allies within 15 feet as long as it remains active.
  • Your walking speed increases by 10 feet, and you have advantage on all Strength saving throws whilst your banner is deployed.

Unending Conviction

At 18th level, you become the living embodiment of your cause, inspiring allies to rally behind your banner and striking fear into your foes.

While your Rallying Standard is active, you and your allies within its range gain an additional bonus based on your Cause of Allegiance:

Cause Allegiance Buff (Allies)
Valiant Allies gain +1 to AC.
Harmonious Allies gain 2d6 Temporary Hit Points the first time they are healed on their turn.
Rebellious Allies can in your Banner's Emanation range can take the Dodge action as a Bonus Action.
Diplomatic Allies have Advantage on Charisma, Wisdom, and Intelligence saving throws while within the banner’s range.
Wealthy Allies gain 1d10 gold pieces per enemy they reduce to 0 hit points. Additionally, an ally can spend 10 gold as a free action to deal an additional 1d10 Force damage on their next weapon attack. This can only be used once per turn.
Unending Harmony

Allies gain 2d6 Temporary Hit Points the first time they are healed on their turn whilst within the range of your Rallying Standard

Unending Wealth

Allies gain 1d10 gold pieces per enemy they reduce to 0 hit points whilst within your banners emanation. Additionally, an ally can spend 10 gold as a free action to deal an additional 1d10 Force damage on their next weapon attack. This can only be used once per turn.

Banneret Image

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