Base Class: Fighter
A banneret inspires greatness in others by committing brave deeds in battle. The mere presence of a banneret in a hamlet is enough to cause raiders 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, the banneret's actions can awaken reserves of courage and conviction in allies that they never suspected they had.
Knightly Leader
When you choose this archetype at 3rd level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you instead gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Intimidation, or Performance.
Additionally, you have advantage on Charisma checks made to lead or inspire large groups of people.
Rallying Cry
Also 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 allies within 60 feet of you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.
Mark of the Banneret
Starting at 7th level, you can embolden your allies to take down an opponent. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die.
A creature marked by you takes additional damage equal to your Charisma modifier (minimum of 1 additional damage) each time it takes damage from an ally within 60 feet of you.
You can mark a creature in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
Inspiring Surge
Starting at 10th level, when you use your Action Surge feature, you can choose up to two allies within 60 feet of you. Those allies gain temporary hit points equal to half your fighter level, and can each make one melee or ranged weapon attack with their reaction, provided that they can see or hear you.
At 18th level, you can choose three allies within 60 feet of you, rather than two.
Bulwark
Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll a saving throw, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.
Unflinching Leader
When you reach 18th level, whenever you roll for initiative, you regain one expended use of your Second Wind and Indomitable features, and you gain a number of temporary hit points equal to twice your Charisma modifier (minimum of one).
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