Base Class: Fighter
A banneret is a knight who inspires greatness in others through brave deeds in battle. Their presence alone can cause some orcs and bandits to seek easier prey, and when leading a group of allies, they can transform even the most poorly equipped militia into a fierce war band. Bannerets prefer to lead by example rather than words, and their actions can awaken reserves of courage and conviction in their allies.
Quote: “We travel upon the hills, to fulfil our destiny. For reaching to the end with our legacy!”
Bloodshed War Song (3rd level)
You can sing and roar a violent song that feeds the bloodlust of your allies in battle. With an action if you spend one usage from your second wind class feature, you can choose a number of allies equal to your charisma modifier (minimum of 1) who can hear or see you within 30 feet. The chosen allies gain additional bonus on their next attack rolls equal to roll of a d6. Additionally, for the next minute after starting your song with an action, you can use your bonus action on subsequent turns to grant additional bonus on one chosen ally's next attack roll equal to the result of a d6.
Inspiring Combatant (3rd level)
You gain proficiency in Performance checks. When you score a critical hit, all allies within 60 feet who can see or hear you gain advantage on their next d20 roll, lasting until the end of their next turn.
Fallen’s Rally (7th level)
Once an ally within 60 feet of you drops to 0 hit points, you can use your reaction for making a greater rally for your allies. On a rally the next weapon attack of all of your allies within 60 feet of you counts as critical hit on a hit, but you must suffer from one level of exhaustion. You can use this feature once until you take a long rest. At 15th level ignore exhaustion.
Intimidating Strikes (7th level)
On a connecting hit to a target with a weapon, you can choose to not deal damage and give d6 penalty to the target's next attack roll or saving throw; if you spend a usage of your second wind feature, the effect extends to 1 minute, but each of end of its turn target can repeat a Charisma saving throws against your Intimidation skill check.
Sharpening Bolster (10th level)
Whenever you activate your Bloodshed War Song feature, you can make a weapon attack as a part of this action.
Tactical Acceleration (10th level)
You can use your action for choosing an ally within 60 feet of you which can hear or see you, the chosen ally gets hastened for turns equal to your Charisma modifier, and no suffering from lethargic conditions. You can use this feature once until you take a long rest.
Vigour of the Standing (15th level)
Once per combat, at the end of the last creature’s turn in a round, you or an allied creature can reroll initiative to establish a new turn order. The creature that uses this feature also regains hit points equal to your Second Wind feature.
Greater Breath (18th level)
Your Fallen’s Rally, Tactical Acceleration, Vigour of the Standing and Bloodshed War Song features give immunity against being charmed, frightened, paralyzed and prone, also advantage on their saving throws until the start of your next turn.







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