Fighter
Base Class: Fighter

Banner Knights are warriors of pride, honor, and camaraderie. These noble fighters know full well that battles are not fought and won by a single soldier, but by many soldiers fighting as one, in tandem. Through this wisdom, they have developed a style of combat that brings out the most in not only themselves, but more importantly, their comrades.

Mighty Banner

At 3rd level, You can call to arms all who fight for your cause, billowing majestically in the midst of combat like a mighty banner. As a Bonus Action, you start to wave a rallying war signal for 1 minute, maintaining concentration on the signal as if it were a spell. The war signal can come in the form of your choosing, such as a ritual war dance, the waving of a flag, the playing of an instrument, the banging of a shield, etc. When you start this war signal, and then at the start of your turns until the signal ends, you can choose one of the benefits listed below. You and all friendly creatures within 60 ft. of you, that can see or hear you, gain that benefit until the start of your next turn:

  • You signal a rousing command to charge into battle and strike. You each gain a +1d4 bonus to attack rolls and you each deal an additional 1d10 force damage with one of your damage rolls, the damage increasing to 2d10 force damage at 10th Fighter Level, and 3d10 force damage at 18th Fighter Level.
  • You signal a strategic command to advance, flank, scatter, or retreat. You each provoke no Opportunity Attacks when moving, and gain a +5 ft. bonus to each of your movement speeds, the movement bonus increasing to +10 ft. at 10th Fighter Level, and +15 ft. at 18th Fighter Level.
  • You signal a stalwart command to hold the line and defend. You each cannot be knocked prone or forcibly shoved, and you each gain an amount of temporary Hit Points equal to 1d10 + your Fighter Level until the start of your next turn, this amount increasing to 2d10 + your Fighter Level at 10th Fighter Level, and 3d10 + your Fighter Level 18th Fighter Level.

As you level up in this class, your war signal becomes more fervant and focused, intensifying its ability to inspire others to do battle. You can select up to two option listed above at 10th Fighter Level, and three options at 18th Fighter level.

You can use this feature up to an amount of times per short or long rest equal to your Proficiency bonus.

Emboldened Strike

At 3rd level, Your war signal beckons you to battle as it does for others, its captivating rhythms inciting within you a deadly flourish. If you take the Attack Action on a turn in which you are maintaining concentration on "Mighty Banner", you can choose to grant advantage to all weapon attacks you make that turn, as well as make one additional weapon attack as part of the same action. However, after doing so, your concentration on maintaining "Mighty Banner" is broken without the need for a concentration check, and you can't use that feature again until the start of your next turn.

Chivalrous Warcry

At 3rd level, Your emphatic warcry stirs the soul like no other, compelling your comrades to harmonize to it with theirs. Your Help Action can be taken as a Bonus Action and has a range of 30 ft., expanding to 60 ft. while you are maintaining concentration on "Mighty Banner"

Additionally, you gain proficiency in one musical instrument of your choice as well as in Charisma (Persuasion and Intimidation) checks if you don't already have it.

Guiding Gambit

At 7th level, Your strategic commands drive your comrades into war and lead your enemies to the slaughter. If you target a creature with the Help Action, your target gains one of the following effects depending on how it is being affected by the action:

  • If your Help Action is intending to aid your target, it gains a +1 bouns to its AC and saving throws until the start of your next turn. Additionally, if it makes an ability check before the start of your next turn, it can treat a roll of 9 or lower on the d20 as a 10.
  • If your Help Action is intending to grant advantage to an ally's attack roll against your target, it is dealt an additional 1d10 force damage when hit by the attack roll granted advantage in this way. Additionally, it must make a Strength saving throw (DC = 8 + your Proficiency Bonus + your Strength or Dexterity modifier) when hit by this attack. Upon a fail, it is either knocked prone or shoved 15 ft. away (attacking ally's choice).

You can use this feature up to an amount of times per short or long rest equal to your Proficiency bonus.

Vanguard's Valor

At 10th level, You learn to masterfully lead any charge in which you partake. You gain the following benefits:

Discipline of the Brave. Madness and fear mean nothing to you. You become immune to the charmed and frightened conditions, and can make one weapon attack against a creature attempting to charm or frighten you as a Reaction, provided it is within your weapon's range.

Resiliant Banner. Your tenacity in combat becomes ever-enduring. While you maintain concentration on "Mighty Banner", you make concentration checks with advantage.

Vigilant Reveille. At a moment's notice, you can call your allies to arms, advancing into battle in its advent. You add your Proficiency bonus to your initiative rolls, and as part of your initiative roll, you can use your "Mighty Banner" feature without expending one of its uses.

War-tide Surge

At 15th level, You can rouse your comrades to rally and fight as one by charging head-long into battle. When you use your "Action Surge" feature, you can take an amplified version of the Help Action as part of the same action. This amplified Help Action targets and affects all creatures of your choice that you can see within 30 ft. of you, this range expanding to 60 ft. while you are maintaining concentration on "Mighty Banner". If you target a creature with this amplified Help Action, your target gains one of the following effects depending on how it is being affected by the action:

  • If this amplified Help Action is intending to aid a creature, it gains an additional action on it next turn. This additional action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
  • If this amplified Help Action is intending to grant advantage to an ally's attack roll against a creature, all attack rolls made against it are made with advantage and it makes saving throws with disadvantage, all until the end of your next turn.

If you use your "Guiding Gambit" feature as part of this amplified Help Action, it is also amplified, allowing you to affect any target of your choice with that feature.

You can use this feature once per short rest.

Bannerlord

At 18th level, You become a paragon of war. All who deem you an ally would gladly follow you to their deaths. You gain the following benefits:

Emboldened Fury. Your deadly might increases two-fold. When you use your "Emboldened Strike" feature, you make two additional weapon attacks, instead of one.

Immortalized Banner. Your resilience has become legendary. While you maintain concentration on "Mighty Banner", you succeed on all concentration checks.

War Hero's Guidance. You exemplify honor and valor in battle to its fullest, causing those who fight by your side to heed your sage advice in reverence. If your Help Action is benefitting from your "Guiding Gambit" feature and is intending to aid a creature, one effect causing your target to become charmed or frightened immediately ends. If your Help Action is benefitting from your "Guiding Gambit" feature and is intending to grant advantage to an ally's attack roll against your target, it is dealt an additional 2d10 force damage when hit by the attack roll granted advantage in this way, instead of 1d10. 

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