Fighter
Base Class: Fighter

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.

(Major rework of Purple Dragon Knight)

Rallying Cry

When you choose this archetype 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 three Addition creatures within 60 feet of you that are allied with you. Each one regains hit points equal to 1d10 + your fighter level, provided that the creature can see or hear you.

Battle Standard

At 7th level, you gain access to a Magical Inspiring standard that gives every creature of your choice temporary HP equal to 1d10 + your Constitution modifier in a 15 foot radius, and they also have advantage against the charmed and frightened conditions. The Standard has an AC of 10 + your proficiency bonus, and HP equals 6 + double your fighter level. You can place the Standard as a bonus action. The Standard lasts for an hour or until destroyed, and you get back the ability to use it after a long rest.

Inspiring Surge

Starting at 10th level, when you use your Action Surge feature, one additional creature within 60 feet of you that is allied with you. That creature can make one standard action with its reaction, provided that it can see or hear you.

Starting at 18th level, you can choose an additional creature.

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 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 as well and must use the new roll.

Lead from the front

Starting at 18th level, you can use the Standard as a weapon dealing 1d8 piercing damage, and it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, it does not have AC or HP while wielded. Its aura is centered around you while you wield it. The Banneret, as well as any allies within 15 feet of the Battle Standard, gains a bonus to weapon damage rolls equal to the Fighter's Constitution modifier (minimum of +1)

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