Fighting Style: Superior technique. The banneret knows one maneuver from among those available to the Battle Master archetype.
Action Surge. [3/day] The fighter takes an additional action.
Superior Technique: Commander's Strike. When the banneret takes the Attack action on their turn, they can forgo one of their attacks and use a bonus action to direct one of their companions to strike. When they do so, choose a friendly creature who can see or hear them and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding 1d6 to the attack's damage roll.
Halberd. Melee Weapon Attack: +6 to hit, reach 10 ft., 1 target. Hit: 1d10 + 4 slashing damage.
Second Wind. [3/day] The banneret has a limited well of stamina that they can draw on to protect themselves from harm. On their turn, they can use a bonus action to regain hit points equal to 1d10 + 3.
Rallying Cry. When the banneret uses their Second Wind feature, they can choose up to three creatures within 60 feet of them that are allied with them. Each one regains 1d6 hit points, provided that the creature can see or hear the banneret.
Description
Fighters share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. They are well acquainted with death, both meting it out and staring it defiantly in the face.
A banneret is a knight who inspires greatness in others by committing brave deeds in battle. The mere presence of one in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone banneret is a skilled warrior, but a banneret leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.
A banneret prefers to lead through deeds, not words. As a banneret spearheads an attack, their actions can awaken reserves of courage and conviction in allies that they never suspected they had.
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