When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.
When you use your Second Wind feature, you can choose up to three friendly creatures within 60 feet of you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.
Royal Envoy
Knights of high standing are expected to conduct themselves with grace. Also at 3rd level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.
Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.
Lead the Charge
At 7th level, when you take the Attack action on your turn, you may use your bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack, adding half of your Fighter level (rounded down) to the attack's damage roll. After an ally makes an attack this way, it cannot do so again until it finishes a short or long rest.
Inspiring Surge
Starting at 10th level, when you use your Action Surge feature, you can choose one friendly creature within 60 feet of you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.
Heroic Bulwark
Beginning at 15th level, you can extend the benefit of your Indomitable feature to your allies. When a friendly creature you can see within 60 feet fails a saving throw, you can spend your reaction and use your Indomitable feature to allow that creature to reroll their saving throw and use the new roll. If the creature still fails its saving throw, you do not expend a use of your Indomitable feature.
Improved Inspiring Surge
Starting at 18th level, when you use your Action Surge feature you can choose one of the following options:
You can choose two friendly creatures within 60 feet that can hear or see you rather than one, each of the chosen creatures can spend their reaction to make a single melee or ranged weapon attack.
You can choose one friendly creature within 60 feet that can see or hear you, that creature can spend its reaction to take one of the following actions of its choice: Cast a Spell, Dodge, Hide, Search, Study, or Use an Object. If the creature takes the Cast a Spell action it can only cast a cantrip with a casting time of 1 action.
Design Notes
Battlefield Commander An entirely new ability to replace the Royal Envoy feature. Since the theme of this subclass seems to be “support your friends by extending your fighter abilities to them” I felt like a logical way to expand upon this would be to give the banneret some maneuvers with the ability to grant specific maneuver benefits to allies’ attacks. To balance this with a Battle Master, they dont get maneuvers until 7th level, they overall know less maneuvers and have less superiority dice, and their superiority dice start at a d6 and dont improve.
Inspiring Surge For the 18th level improvement, I opened up the possibility of granting certain full actions to a single creature rather than granting weapon attacks to two. Even when limiting the spellcasting to cantrips, I think this is a buff that overall will help the Banneret support the party more equally rather than favoring those with strong martial capabilities. I do think that granting a full action (even with the limitations) is still strong enough to merit waiting until 18th level to unlock.
Heroic Bulwark I did not like that the original Bulwark was limited to Int, Wis, and Cha saves. Instead, the banneret can now help a single ally with ANY saving throw. To help the ally, it also does not require that you were targeted or failed your save. The added benefit is that if you try to use this feature to help an ally and it ultimately fails, you do not expend the feature so you can try again with another ally or yourself.
Add royal envoy back as an additional 3rd-level feature.
Replace Battlefield commander with something like the following feature:
United We Stand. For every ally within 10 feet of you, you gain a +1 bonus to your damage rolls and each ally within 10 feet gains a +1 bonus to their armor class. At 15th level, the range increases to 20 feet, and the bonus increases to +2.
Inspiring surge and Heroic bulwark look fine but could use some rewording for clarity.
For the 2nd suggestion, I think that if a player wanted battlemaster maneuvers, then they should just play a battlemaster. It takes away from both the battlemaster and the banneret to try and add the battlemaster's core mechanic to this subclass.
My idea for the feat comes from this line of the description: a banneret leading a band of allies can transform even the most poorly equipped militia into a ferocious war band. This feature encourages greater teamwork and strategizing to maximize a party's effectiveness.
Add royal envoy back as an additional 3rd-level feature.
Replace Battlefield commander with something like the following feature:
United We Stand. For every ally within 10 feet of you, you gain a +1 bonus to your damage rolls and each ally within 10 feet gains a +1 bonus to their armor class. At 15th level, the range increases to 20 feet, and the bonus increases to +2.
Inspiring surge and Heroic bulwark look fine but could use some rewording for clarity.
For the 2nd suggestion, I think that if a player wanted battlemaster maneuvers, then they should just play a battlemaster. It takes away from both the battlemaster and the banneret to try and add the battlemaster's core mechanic to this subclass.
My idea for the feat comes from this line of the description: a banneret leading a band of allies can transform even the most poorly equipped militia into a ferocious war band. This feature encourages greater teamwork and strategizing to maximize a party's effectiveness.
I honestly am not a big fan of United We Stand, although I appreciate the suggestion. It just feels like a Paladin Aura.
I can see that the use of maneuvers is not very popular. The original inspiration was that Banneret seemed to be built off of mechanically extending fighter class features to your allies. Along those lines, giving them a lesser access to maneuvers which had the added benefit of being able to be applied to allies' attacks made it feel, at least to me, like this gave the banneret a way of commanding and coordinating their team's attacks. Sort of a non-magical bardic inspiration thats built off of upon a very popular Fighter mechanic.
For now, I will try to think of something else for the 7th level feature and will take both of your suggestions to add Royal Envoy back in at 3rd level. Maybe a different way to work it would be to give them a feature that is a better version of Commander's Strike just as a subclass feature that does not consume a resource.
Also, I would appreciate any feedback either of you have for rewording the latter features. I tried to keep the language as neat as possible, but it is clear there is still some confusion.
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For now, I will try to think of something else for the 7th level feature and will take both of your suggestions to add Royal Envoy back in at 3rd level. Maybe a different way to work it would be to give them a feature that is a better version of Commander's Strike just as a subclass feature that does not consume a resource.
Also, I would appreciate any feedback either of you have for rewording the latter features. I tried to keep the language as neat as possible, but it is clear there is still some confusion.
That would be a better alternative.
Okay:
Inspiring Surge
10th-level FIFY Banneret feature
When you use your Action Surge feature, you can choose one friendly creature within 60 feet of you that can hear or see you. That creature can spend its reaction to make a single melee or ranged weapon attack with an unarmed strike or a weapon it is wielding.
Starting at 18th level you gain the following options for this feature:
You can choose two friendly creatures within 60 feet that can hear or see you rather than one, each of the chosen creatures can spend their reaction to make a single weapon attack with an unarmed strike or a weapon it is wielding.
You can choose one friendly creature within 60 feet that can see or hear you, that creature can spend its reaction to take one of the following actions of its choice: [Tooltip Not Found], Dodge, Hide, Search, Study, or [Tooltip Not Found]. If the creature takes the [Tooltip Not Found] action it can only cast a cantrip with a casting time of 1 action.
Heroic Bulwark
15th-level FIFY Banneret feature
You can extend the benefit of your Indomitable feature to your allies. When a friendly creature you can see within 60 feet fails a saving throw, you can spend your reaction and use your Indomitable feature to allow that creature to reroll their saving throw and use the new roll. If the creature still fails its saving throw, you do not expend a use of your Indomitable feature.
Lead the Charge. When you take the Attack action on your turn, you may use your bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack, adding your proficiency bonus to the attack's damage roll. You may use this feature a number of times equal to your proficiency bonus per long rest.
Notes: The only changes that I made were 1. Not forcing the fighter to give up an attack, 2. replacing the superiority die damage with the proficiency bonus. and 3. Tieing the number of uses to the proficiency bonus rather than a resource. It might be better to have the extra damage be a d4 or a d6, then have it scale with levels.
Lead the Charge. When you take the Attack action on your turn, you may use your bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack, adding your proficiency bonus to the attack's damage roll. You may use this feature a number of times equal to your proficiency bonus per long rest.
Notes: The only changes that I made were 1. Not forcing the fighter to give up an attack, 2. replacing the superiority die damage with the proficiency bonus. and 3. Tieing the number of uses to the proficiency bonus rather than a resource. It might be better to have the extra damage be a d4 or a d6, then have it scale with levels.
I like it overall, but I think it should be able to be used more often. PB/long rest feels like you barely ever get to use it. What if instead we set the cooldown to the ally rather than ourselves? For example, something like "once a creature has used its reaction to make an attack this way, it cannot do so again until it finishes a short rest." Basically give it enough uses that every member of your party could benefit from it regularly, while also making sure you dont just blow all of its uses to let the rogue sneak attack extra times.
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Re-imagining unpopular subclasses as part of FIFY WotC. Let us know what you think of our changes!
Lead the Charge. When you take the Attack action on your turn, you may use your bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack, adding your proficiency bonus to the attack's damage roll. You may use this feature a number of times equal to your proficiency bonus per long rest.
Notes: The only changes that I made were 1. Not forcing the fighter to give up an attack, 2. replacing the superiority die damage with the proficiency bonus. and 3. Tieing the number of uses to the proficiency bonus rather than a resource. It might be better to have the extra damage be a d4 or a d6, then have it scale with levels.
I like it overall, but I think it should be able to be used more often. PB/long rest feels like you barely ever get to use it. What if instead we set the cooldown to the ally rather than ourselves? For example, something like "once a creature has used its reaction to make an attack this way, it cannot do so again until it finishes a short rest." Basically give it enough uses that every member of your party could benefit from it regularly, while also making sure you dont just blow all of its uses to let the rogue sneak attack extra times.
I like that. Once per ally per short rest works for me.
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Design Notes
Battlefield Commander An entirely new ability to replace the Royal Envoy feature. Since the theme of this subclass seems to be “support your friends by extending your fighter abilities to them” I felt like a logical way to expand upon this would be to give the banneret some maneuvers with the ability to grant specific maneuver benefits to allies’ attacks. To balance this with a Battle Master, they dont get maneuvers until 7th level, they overall know less maneuvers and have less superiority dice, and their superiority dice start at a d6 and dont improve.
Inspiring Surge For the 18th level improvement, I opened up the possibility of granting certain full actions to a single creature rather than granting weapon attacks to two. Even when limiting the spellcasting to cantrips, I think this is a buff that overall will help the Banneret support the party more equally rather than favoring those with strong martial capabilities. I do think that granting a full action (even with the limitations) is still strong enough to merit waiting until 18th level to unlock.
Heroic Bulwark I did not like that the original Bulwark was limited to Int, Wis, and Cha saves. Instead, the banneret can now help a single ally with ANY saving throw. To help the ally, it also does not require that you were targeted or failed your save. The added benefit is that if you try to use this feature to help an ally and it ultimately fails, you do not expend the feature so you can try again with another ally or yourself.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Re-imagining unpopular subclasses as part of FIFY WotC. Let us know what you think of our changes!
I gotta say I’m not a fan of using superiority dice on another fighter subclass, it feels cheap to me. That and Commander’s Strike sucks eggs.
I think you could add Royal Envoy back in at 3rd level without any issues.
Inspiring Surge and Heroic Bulwark need some help with the language too. If you want I can help with those.
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I would suggest the following changes:
For the 2nd suggestion, I think that if a player wanted battlemaster maneuvers, then they should just play a battlemaster. It takes away from both the battlemaster and the banneret to try and add the battlemaster's core mechanic to this subclass.
My idea for the feat comes from this line of the description: a banneret leading a band of allies can transform even the most poorly equipped militia into a ferocious war band. This feature encourages greater teamwork and strategizing to maximize a party's effectiveness.
I honestly am not a big fan of United We Stand, although I appreciate the suggestion. It just feels like a Paladin Aura.
I can see that the use of maneuvers is not very popular. The original inspiration was that Banneret seemed to be built off of mechanically extending fighter class features to your allies. Along those lines, giving them a lesser access to maneuvers which had the added benefit of being able to be applied to allies' attacks made it feel, at least to me, like this gave the banneret a way of commanding and coordinating their team's attacks. Sort of a non-magical bardic inspiration thats built off of upon a very popular Fighter mechanic.
For now, I will try to think of something else for the 7th level feature and will take both of your suggestions to add Royal Envoy back in at 3rd level. Maybe a different way to work it would be to give them a feature that is a better version of Commander's Strike just as a subclass feature that does not consume a resource.
Also, I would appreciate any feedback either of you have for rewording the latter features. I tried to keep the language as neat as possible, but it is clear there is still some confusion.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Re-imagining unpopular subclasses as part of FIFY WotC. Let us know what you think of our changes!
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Many thanks
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Re-imagining unpopular subclasses as part of FIFY WotC. Let us know what you think of our changes!
My attempt at an improved Commander's Strike:
Lead the Charge. When you take the Attack action on your turn, you may use your bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack, adding your proficiency bonus to the attack's damage roll. You may use this feature a number of times equal to your proficiency bonus per long rest.
Notes: The only changes that I made were 1. Not forcing the fighter to give up an attack, 2. replacing the superiority die damage with the proficiency bonus. and 3. Tieing the number of uses to the proficiency bonus rather than a resource. It might be better to have the extra damage be a d4 or a d6, then have it scale with levels.
I like it overall, but I think it should be able to be used more often. PB/long rest feels like you barely ever get to use it. What if instead we set the cooldown to the ally rather than ourselves? For example, something like "once a creature has used its reaction to make an attack this way, it cannot do so again until it finishes a short rest." Basically give it enough uses that every member of your party could benefit from it regularly, while also making sure you dont just blow all of its uses to let the rogue sneak attack extra times.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Re-imagining unpopular subclasses as part of FIFY WotC. Let us know what you think of our changes!
I updated my language suggestions for Inspiring Surge to be more inclusive for Monks and other brawlers.
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I like that. Once per ally per short rest works for me.