Fighter
Base Class: Fighter

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.

"You may think you're farmers with pitchforks and torches, but under my command, you are soldiers! So men, lets drive these intruders out of our lands."

Rallying Cry

Starting at 3rd level, once per turn, As an Action, you can give a creature temporary hit points equal to your CON modifier within 60ft of you. As a bonus action, you can do the same to a creature within 5ft (10ft at level 18) of you.

Additionally when you use your Second Wind feature, you can choose up to three 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.

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Royal Envoy

Knights of high standing are expected to conduct themselves with grace.

At 7th 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.

Inspiring Surge

Starting at 10th level, once per Short or Long rest, as a reaction, after a creature uses an action, you can grant them an additional action.

Additionally, when you use your Action Surge feature, you can choose one creature (two at level 18) 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.

Bulwark

Starting at 15th level, once per turn, As many times as your have Indomitables per long rest, as a reaction, after a creature fails a saving throw, If that creature can see or hear you, it can reroll its saving throw and must use the new roll.

Additionally, When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, 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.

Perfect Teamwork

Starting at 18th level, when flanking with a creature, the creature helping you flank gets an additional extra attack.

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