Fighter
Base Class: Fighter

Banneret Features

3rd Level – Rallying Presence

Your presence on the battlefield invigorates allies. Whenever you use your Second Wind, choose a number of creatures within 30 feet of you equal to your Charisma modifier (minimum one). Each chosen creature regains hit points equal to your Fighter level.

Additionally, you gain proficiency in Persuasion or another Charisma-based skill of your choice.

3rd Level – Tactical Command

You learn to issue battlefield orders with the authority of a general. As a bonus action, you can use one of the following Commands to direct your allies:

  • Advance!: An ally within 30 feet can move up to half their speed without provoking opportunity attacks.
  • Strike!: An ally within 30 feet can use their reaction to make one weapon attack.
  • Hold Fast!: An ally within 30 feet gains temporary hit points equal to your Fighter level + your Charisma modifier.

You can use this feature a number of times equal to your proficiency bonus, and you regain all uses when you finish a long rest.

7th Level – Fighting Standard

You bear a symbolic banner, token, or sigil of your command, either physically or as an aura of presence. You gain the following aura:

  • While you are not incapacitated, all allies within 10 feet of you gain advantage on saving throws against being frightened or charmed, and they gain +1 to AC against ranged weapon attacks.

You can activate or deactivate the aura as a bonus action. At 15th level, this radius increases to 30 feet.

10th Level – Emboldening Surge

When you use Action Surge, choose a number of creatures within 30 feet of you equal to your Charisma modifier (minimum one). Each of those creatures can immediately take one of the following actions (as a reaction):

  • Make one weapon attack.
  • Move up to their speed.
  • Take the Help action.

This does not count as a turn for them. Once you use this feature, you must finish a long rest before using it again.

15th Level – Unshakable Banner

Your leadership is a shield unto itself. Whenever a creature within your Fighting Standard aura takes damage, you can use your reaction to reduce the damage by 1d10 + your Fighter level + your Charisma modifier.

You can do this a number of times equal to your proficiency bonus per long rest.

18th Level – War March

Your command reaches across the battlefield. When you roll initiative or take the Attack action, you can immediately activate Tactical Command as part of that action (no bonus action required), and all Tactical Commands now apply to two different allies when used.

Additionally, your aura from Fighting Standard becomes constant—it is always active and cannot be suppressed unless you are unconscious.

Design Notes for DMs and Players (2024 Integration)

  • Designed with 2024’s more dynamic combat tempo and higher survivability expectations in mind.
  • Leverages Charisma as a soft secondary stat, making it a flavorful option for leadership-themed Fighters.
  • Flexible for both melee or ranged builds, and synergizes with any party composition.
  • A natural party leader, perfect for campaigns featuring tactical play, military themes, or squads of operatives like the Brazen Covenant.

Rallying Presence

Your presence on the battlefield invigorates allies. Whenever you use your Second Wind, choose a number of creatures within 30 feet of you equal to your Charisma modifier (minimum one). Each chosen creature regains hit points equal to your Fighter level.

Additionally, you gain proficiency in Persuasion or another Charisma-based skill of your choice.

Tactical Command

You learn to issue battlefield orders with the authority of a general. As a bonus action, you can use one of the following Commands to direct your allies:

  • Advance!: An ally within 30 feet can move up to half their speed without provoking opportunity attacks.
  • Strike!: An ally within 30 feet can use their reaction to make one weapon attack.
  • Hold Fast!: An ally within 30 feet gains temporary hit points equal to your Fighter level + your Charisma modifier.

You can use this feature a number of times equal to your proficiency bonus, and you regain all uses when you finish a long rest.

Fighting Standard

You bear a symbolic banner, token, or sigil of your command, either physically or as an aura of presence. You gain the following aura:

  • While you are not incapacitated, all allies within 10 feet of you gain advantage on saving throws against being frightened or charmed, and they gain +1 to AC against ranged weapon attacks.

You can activate or deactivate the aura as a bonus action. At 15th level, this radius increases to 30 feet.

Emboldening Surge

When you use Action Surge, choose a number of creatures within 30 feet of you equal to your Charisma modifier (minimum one). Each of those creatures can immediately take one of the following actions (as a reaction):

  • Make one weapon attack.
  • Move up to their speed.
  • Take the Help action.

This does not count as a turn for them. Once you use this feature, you must finish a long rest before using it again.

Unshakable Banner

Your leadership is a shield unto itself. Whenever a creature within your Fighting Standard aura takes damage, you can use your reaction to reduce the damage by 1d10 + your Fighter level + your Charisma modifier.

You can do this a number of times equal to your proficiency bonus per long rest.

War March

Your command reaches across the battlefield. When you roll initiative or take the Attack action, you can immediately activate Tactical Command as part of that action (no bonus action required), and all Tactical Commands now apply to two different allies when used.

Additionally, your aura from Fighting Standard becomes constant—it is always active and cannot be suppressed unless you are unconscious.

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