Base Class: Fighter
Bannerets take the fight against evil beyond their kingdom’s borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers. They inspire greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some thieves to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band. A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight’s actions can awaken reserves of courage and conviction in allies that they never suspected they had.
Restriction: Knighthood
Some Bannerets are tied to a specific order of Cormyrean knighthood. Purple Dragon Knight serves as the specific name for this archetype if you use it in the Faerun campaign setting.
Level 3: Commanding Order
When you take the Attack action on your turn, you can replace any number of your attacks to direct one of your companions within 90 feet of you to use their Reaction to do one of the following (their choice):
- Attack. Make an attack with a weapon or Unarmed Strike. This attack has a bonus to damage rolls equal to your charisma modifier
- Move. Move half their Speed which does not provoke Opportunity Attacks.
- Act. Take the Help, Search, Study, or Utilize action.
Level 3: Rallying Cry
Whenever you use your Second Wind to regain Hit Points, you can choose up to three creatures within 90 feet of you. Each creature regains Hit Points equal to your Fighter level. Any excess healing instead becomes Temporary Hit Points.
At 10th level, this improves to up to six creatures.
Level 7: Royal Envoy
You gain proficiency in the Persuasion skill and expertise in the Persuasion skill. If you already have this proficiency, you instead gain proficiency in a skill of your choice.
Additionally, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Investigation, Insight, Intimidation, or Performance.
Level 10: Inspiring Surge
Whenever you use your Action Surge or make an Initiative roll, you gain Heroic Inspiration.
Level 15: Bulwark
So long as you do not have the Incapacitated condition, whenever a creature within 90 feet of you fails a saving throw, you can expend a use of Indomitable to let the creature reroll the save with a bonus equal to your Fighter level. The creature must use the new roll. If the save still fails, this use of Indomitable isn’t expended.
Level 18: Awakened Courage
Anytime you or a creature within 90 feet of you uses their Heroic Inspiration, a different creature of your choice (can include yourself) within 90 feet of you gains Heroic Inspiration at the start of their next turn. You can use this feature a number of times equal to your Proficiency Bonus
Previous Versions
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