Base Class: Fighter
A Banneret is an empowering fighter that leads their men into battle, inspiring those around him to dauntlessly charge into battle alongside him. They are powerful strategists, commanding their allies to attack and defend beyond their normal capabilities.
Battle 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 a number of creatures equal to your fighter level within 60 feet of you that are allied with you. They gain one of the following benefits:
Charge. You and any creatures that you target with your battle cry can use their reaction to immediately move up to their movement speed and make one weapon attack.
Hold The Line. Each one regains hit points equal to the amount gained from your second wind, provided that the creature can see or hear you. If a creature reaches their maximum HP, they instead gain temporary hit points as the difference.
Retreat. You and any creatures that you target with your battle cry can use their reaction to immediately take either the dash or disengage action, as well as move up to their movement speed. However, creatures must move away from enemies in the most direct way possible.
Voice of Inspiration
A Banneret is known for its masterful and inspirational speech, being able to rally armies and lead the charge.
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.
Tactical Surge
Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can immediately take an additional action with its reaction, provided that it can see or hear you.
Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.
Additional Second Wind
At 10th level, you gain an additional use of your second wind.
War Cry
Beginning at 15th level, you can release a war cry that focuses your allies. As a bonus action, you unleash a war cry. Up to ten other creatures of your choice within 60 feet of you that can hear you ignore the effects of charmed, frightened, poisoned, stunned, and exhaustion conditions for the next minute. This does not remove the condition, and the effects of these conditions will re-apply after one minute ends.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Dedicated Hearts
Starting at 18th level, your empowering voice can cause your allies to dedicate their hearts and charge forward. You can use your reaction to immediately command your ally to take an extra turn, interrupting the current turn. That ally can also move their position on the initiative track to any other position.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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1/8/2023 8:12:25 PM
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