Base Class: Fighter
Wars are fought on both physical and psychological battlefields and little can turn the tide of a losing battle more than the beating of war drums and glorious battle standards rising over the corpse laden wasteland. The Flagbearer is the heart of the army, being a physical representation of what you're fighting for.
Bonus Proficiency
You gain proficiency in Charisma (Performance) checks.
Battle Standard
At 3rd level, you gain the ability to create and wield Battle Standards and you can have an amount in play at any given time equal to your proficiency modifier, assuming you have the materials. If you make more than your proficiency allows, the oldest one crumbles into raw materials. The Battle Standard is a versatile martial melee weapon dealing 1d6 (1d8 two handed) + Strength modifier as piercing damage, has a 10ft range, and disadvantage against foes within 5ft. While wielding the Battle Standard, you gain +1 AC and advantage on Saving Throws and Ability Checks to be forcefully moved from your position. Additionally, if you have the Spellcasting or Pact Magic feature from other classes, you may use the Battle Standard as your focus. Others may wield the Battle Standard as well, but gain none of the additional effects.
Inspirational Presence
Additionally at 3rd level, you can use the presence of your Battle Standard to drive your allies forward. As an action, you can plant a Battle Standard in the ground but one can be removed as a free object interaction. Any ally within 15ft of a planted standard, or 30ft of one you're holding, can add a d4 to their attack roll.
Force of Will
At 7th level, if an ally within 30ft of you falls to 0 hit points, but is not killed outright, you may use your reaction to make a Charisma (Performance) check (DC = damage of the attack that downed them) on their behalf. On a success, the target may consume one of their Hit Dice to immediately restore health and does not fall prone. You can use this ability a number of times equal to your Charisma modifier and regain all uses after a long rest.
Expertise
You gain expertise in Charisma (Performance) checks.
Drums of War
Beginning at 10th level, you can consume both your action and your bonus action to manifest the booming sound of war drums in a 120ft radius centered on you. Any creature that cannot hear is immune to the effects. All allies within this radius gain 10 temp hit points and advantage on their attack rolls on their next turn. All foes within this radius must succeed a Wisdom saving throw DC equal to your Charisma score or be frightened until the end of your next turn. Once you use this feature, you must take a long rest before using it again.
Improved Battle Standard
At 15th level, the AC bonus while wielding a Battle Standard rises to +2, you no longer have disadvantage against foes within 5ft on attack rolls with the Battle Standard, the radius on Inspirational Presence increases by 15ft, both held and planted, and the bonus to attack rolls increases to 1d8.
Onward to Victory
At 18th level, your Drums of War ability now lasts a number of turns equal to your Charisma modifier and moves centered on you. Its effects take place again at the beginning of each of your turns as long as it it's active. Frightened creatures can make the Wisdom save at the start of each of their turns but one who has succeeded the saving throw this combat does not have to repeat it.
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