Base Class: Fighter
Purple Dragon knights are warriors who hail from the kingdom of Cormyr. Pledged to protect the crown, they 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.
A Purple Dragon knight inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits 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
Purple Dragon knights are tied to a specific order of Cormyrean knighthood.
Banneret serves as the generic name for this archetype if you use it in other campaign settings or to model warlords other than Purple Dragon knights.
Rallying Cry
Beginning at 3rd level when you select this archetype, you gain the ability to use the Fighter's Second Wind feature a number of times equal to your Charisma modifier. Additionally, when you use your Second Wind feature, you can select a number of allies equal to your proficiency bonus within 60 feet to gain a number of temporary hit points equal to your fighter level plus your Charisma modifier.
Royal Envoy
A Purple Dragon knight serves as an envoy of the Cormyrean crown. Knights of high standing are expected to conduct themselves with grace.
At 7th level, you gain proficiency in Persuasion, and your proficiency bonus is doubled for any ability check you make using this skill.
Additionally, you learn one additional skill from the following list: Animal Handling, Insight, Intimidation, or Performance.
Animal Handling
When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal’s intentions, the DM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver.
Insight
Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.
Intimidation
When you attempt to influence someone through overt threats, hostile actions, and physical violence, the DM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.
Performance
Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.
Inspiring Surge
Beginning at 10th level, when you use your Action Surge feature, you can select one allied creature within 60 feet that can see or hear you to make a melee or ranged weapon attack using their reaction. They can add your Charisma modifier to their attack roll.
At 15th level, you can select two allies within 60 feet, and at 18th level, you can select three.
Bulwark
Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When an allied creature that can see or hear you within 60 feet fails a saving throw, you can expend a use of your Indomitable feature to allow them to reroll that saving throw. They must use the new roll; however they can also add your Charisma modifier to the new roll.
War Cry
Beginning at 18th level, you can emit a mighty shout across the battlefield that bolsters your allies and terrifies your enemies.
As an action, you can make a War Cry, grating allies with 60 feet that can hear you a +2 bonus to Armor Class and attack rolls for one minute.
Additionally, enemies within 60 feet must make a Wisdom saving throw or be frightened for one minute. The saving throw DC is 8 + your proficiency bonus + your Charisma modifier. They can repeat this saving throw at the end of each of their turns, ending the condition on a success. If they are more than 60 feet away from you, they have advantage on this saving throw.
You can use this ability once, and and you can’t use this ability again until you finish a long rest.
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