Fighter
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

When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.

As a bonus action or when you use your Second Wind feature, you can choose up to three creatures within 30 feet of you that are allied with you. Each one regains hit points equal to your fighter level + your Charisma modifier, provided that the creature can see or hear you. You can use this feature a number of times equal to your Charisma modifier that reset on a long rest.

At 15th level, this improves to any creature you choose within 60 feet of you.

Motivating Influence

Also at 3rd level, you have two superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You learn four maneuvers from the Battle Master: Commander's Strike, Commanding Presence, Maneuvering Attack, and Rally. You learn one additional maneuver of your choice from among those available to the Battle Master archetype at 7th, 10th, and 15th level. 

You gain an additional superiority die at 7th, and 15th level as well. These die increase to d10s at 10th level, and d12s at 18th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength, Dexterity, or Charisma modifier (your choice)

Ambush

When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren’t incapacitated.

Bait and Switch

When you’re within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks.

Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

Brace

When a creature you can see moves into the reach you have with the melee weapon you’re wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon’s damage roll.

Disarming Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike

When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

Feinting Attack

You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack’s damage roll.

Goading Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Grappling Strike

Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player’s Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.

Lunging Attack

When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.

Menacing Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Parry

When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Precision Attack

When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Pushing Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Quick Toss

As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon’s damage roll.

Riposte

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

Sweeping Attack

When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

Tactical Assessment

When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.

Trip Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

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 expertise in the Persuasion skill. You also gain proficiency in two of the following skills of your choice: Animal Handling, Insight, Intimidation, Medicine, or Performance.

Additionally, you can use the help as a bonus action, and can add one superiority die to the chosen benefit.

Inspiring Surge

Starting at 10th level, as a bonus action or when you use your Action Surge feature, you can choose a number of creatures equal to your proficiency bonus within 60 feet of you. Those creatures can make one melee or ranged weapon attack with their reaction, provided that they can see or hear you. If they choose not to make an attack, they can instead move half their movement speed which does not provoke opportunity attacks.

Any creature that takes this reaction gains a bonus to their AC equal to your Charisma modifier until the end of their turn.

Improved Motive Superiority

At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

Bulwark

Beginning at 15th level, you can empower nearby creatures with a strong resolve. When creatures within 60 feet of you are subjected to a saving throw (not including yourself), you can use a reaction to have any number of them reroll the saving throw. They must use the new roll. Creatures in this area also gain a number of temporary hit points equal to your Charisma modifier, regardless of whether they choose to reroll. You can use this reaction a number of times equal to your Charisma modifier that reset on a long rest.

Additionally, you gain proficiency in Charisma saving throws.

Improved Motive Superiority

At 18th level, your superiority dice turn into d12s.

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