Many people don't like the Banneret/PDK, 2014/2024. The issues tend to be:
- They use their features once, and then are a base fighter.
- Too much of their stuff comes on too late. When many campaigns end L10 - L12, or they end early for 8675309 reasons, so that they never get to use said features.
I used http://dnd2024.*******.com/ and the info for the 2024 Fighter + Banneret, to create what I've dubbed The Tactical Banneret. The idea is to address the above, and make them a little more "Warlod like." Since Battle Masters have a lot going on, and some subclasses that get "converted to 5.5e," like a Rune/Echo Knight, have a lot of things being "front loaded," I kept that in mind.
Level 3: Group Recovery
When you use your Second Wind to regain Hit Points, you and a number of allies within a 30-foot emanation originating from yourself, equal to your proficiency bonus (minimum of one) regains Hit Points equal to 1d4 plus your Fighter level. (I don't see why the once per rest, since you have more than 1 in 5.5).
Level 3: Team Tactics
When you use Group Recovery, each chosen ally has Advantage on D20 Tests until the start of your next turn. (Felt it should be bumped to the start of the subclass. Either here, or L7, this could be used out of combat, for advantage on a D20 test, like the standard fighter ability).
Level 3: Rallying Surge
When you use your Action Surge, you can choose allies within a 30-foot Emanation originating from yourself, up to 2. They can then make a weapon attack, or cast a cantrip against one creature, using their Reaction. This can only be used once per rest. (I was thinking prof bonus, but higher levels, allowing an additional action felt like it may break the game, for potentially the whole party. Also, since you can use AS twice at higher levels, I'm not sure if multiple allies should be able to Surge twice per encounter, or not. The one creature, I think, keeps it from being overpowered.)
Level 7: Team Maneuvering
Whenever you activate your Second Wind with a Bonus Action for Group Recovery, they can move up to half their speed without provoking Opportunity Attacks. (This takes the L5 Fighter feature, and allows more of the party to move, without OA. Good, but not game breaking, I hope).
Level 10: Improved Teamwork
Your Group Recovery is now 2d4 + your Fighter level.
Rallying Surge emanation increases to 60 feet, and you can choose up to 3 allies.
Adrenaline Rush: When you use Rallying Surge, each chosen ally's reaction attack or cantrip deals extra damage equal to your Fighter level. (It caps at 3 allies, so that not the entire party gets to Surge, and I felt a little extra damage is warranted. For the many games that close between L10-12, I feel this is a good "soft cap".)
Level 15: Shared Resilience
When you or a creature you can see within 60 feet fails a saving throw, you can use your reaction to expend one use of your Indomitable feature. The creature rerolls the saving throw, adding a bonus equal to your Fighter level, and must use the new result. (By L13, you now have 2 use of Indomitable, and 3 at L17. I'm not sure if these features should be restricted to the party, or creatures, eg, summons, certain Artificer/Ranger Subclass additions, etc. This lets the fighter decide to keep them for themselves, to be tanky, to keep one, share one, or share more than one).
Level 18: Inspiring Commander
Unshakable Bravery (18th level) You and a number of allies you choose within 60 feet, up to your proficiency bonus (minimum 1), become immune to the Charmed and Frightened conditions. (There's all sorts of other stats that can be used: blind/deaf, silence, petrify...so I don't think that's broken).
Full Rallying Surge (18th level)
When you use Action Surge (once per rest), choose up to 3 allies in 60 feet. Each can use their reaction to:
Make one additional weapon attack (with extra damage = your Fighter level), or
Cast a cantrip or level 1 spell they know/prepare (no slot cost, extra damage = Fighter Level); Warlocks cast their spell at level one.
(Again, I'm not sure if potentially 4 PCs should Surge more than once, or if that would unbalnace things. I also figure that, for example, Wizards get Signature Spells, and there's a number of feats that grant one use of a L1 spell once per long rest, so this works. Fighters get a lot of extra attacks + Action Surge, where as most others only get 1 Extra Attack. This helps keep Martials in the running).
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Many people don't like the Banneret/PDK, 2014/2024. The issues tend to be:
- They use their features once, and then are a base fighter.
- Too much of their stuff comes on too late. When many campaigns end L10 - L12, or they end early for 8675309 reasons, so that they never get to use said features.
I used http://dnd2024.*******.com/ and the info for the 2024 Fighter + Banneret, to create what I've dubbed The Tactical Banneret. The idea is to address the above, and make them a little more "Warlod like." Since Battle Masters have a lot going on, and some subclasses that get "converted to 5.5e," like a Rune/Echo Knight, have a lot of things being "front loaded," I kept that in mind.
Level 3: Group Recovery
When you use your Second Wind to regain Hit Points, you and a number of allies within a 30-foot emanation originating from yourself, equal to your proficiency bonus (minimum of one) regains Hit Points equal to 1d4 plus your Fighter level.
(I don't see why the once per rest, since you have more than 1 in 5.5).
Level 3: Team Tactics
When you use Group Recovery, each chosen ally has Advantage on D20 Tests until the start of your next turn.
(Felt it should be bumped to the start of the subclass. Either here, or L7, this could be used out of combat, for advantage on a D20 test, like the standard fighter ability).
Level 3: Rallying Surge
When you use your Action Surge, you can choose allies within a 30-foot Emanation originating from yourself, up to 2. They can then make a weapon attack, or cast a cantrip against one creature, using their Reaction. This can only be used once per rest.
(I was thinking prof bonus, but higher levels, allowing an additional action felt like it may break the game, for potentially the whole party. Also, since you can use AS twice at higher levels, I'm not sure if multiple allies should be able to Surge twice per encounter, or not. The one creature, I think, keeps it from being overpowered.)
Level 7: Team Maneuvering
Whenever you activate your Second Wind with a Bonus Action for Group Recovery, they can move up to half their speed without provoking Opportunity Attacks.
(This takes the L5 Fighter feature, and allows more of the party to move, without OA. Good, but not game breaking, I hope).
Level 10: Improved Teamwork
Your Group Recovery is now 2d4 + your Fighter level.
Rallying Surge emanation increases to 60 feet, and you can choose up to 3 allies.
Adrenaline Rush: When you use Rallying Surge, each chosen ally's reaction attack or cantrip deals extra damage equal to your Fighter level.
(It caps at 3 allies, so that not the entire party gets to Surge, and I felt a little extra damage is warranted. For the many games that close between L10-12, I feel this is a good "soft cap".)
Level 15: Shared Resilience
When you or a creature you can see within 60 feet fails a saving throw, you can use your reaction to expend one use of your Indomitable feature. The creature rerolls the saving throw, adding a bonus equal to your Fighter level, and must use the new result.
(By L13, you now have 2 use of Indomitable, and 3 at L17. I'm not sure if these features should be restricted to the party, or creatures, eg, summons, certain Artificer/Ranger Subclass additions, etc. This lets the fighter decide to keep them for themselves, to be tanky, to keep one, share one, or share more than one).
Level 18: Inspiring Commander
Unshakable Bravery (18th level)
You and a number of allies you choose within 60 feet, up to your proficiency bonus (minimum 1), become immune to the Charmed and Frightened conditions. (There's all sorts of other stats that can be used: blind/deaf, silence, petrify...so I don't think that's broken).
Full Rallying Surge (18th level)
When you use Action Surge (once per rest), choose up to 3 allies in 60 feet. Each can use their reaction to:
Make one additional weapon attack (with extra damage = your Fighter level), or
Cast a cantrip or level 1 spell they know/prepare (no slot cost, extra damage = Fighter Level); Warlocks cast their spell at level one.
(Again, I'm not sure if potentially 4 PCs should Surge more than once, or if that would unbalnace things. I also figure that, for example, Wizards get Signature Spells, and there's a number of feats that grant one use of a L1 spell once per long rest, so this works. Fighters get a lot of extra attacks + Action Surge, where as most others only get 1 Extra Attack. This helps keep Martials in the running).