Fighter
Base Class: Fighter

The Valiant Bannerman flies their colors in the face of any foe. They act as a rallying point on the battlefield, delivering strength and morale to those who stand beside them while hindering their opponents' ability to fight.

Call to Arms

When you choose this archetype at 3rd level, you gain the ability to summon arcane Banners that provide bonuses for your allies or negative effects for your enemies. Choose three Banners from the list below. You decide how these Banners look. The colors you fly might be connected to your ancestors, religion, culture, or party. 

Summoning Banners

As a bonus action you can summon a Banner which represents your courage and fighting spirit. A Banner is a medium sized object which can share a space with another creature. A summoned Banner remains for 1 minute, until you summon a different Banner, or until you dismiss it as a free action. You may only have a single Banner active at one time. Each Banner's effect radius is a cylinder centered on the Banner that is 20 feet wide and 20 feet tall.

A summoned Banner can be used as a spear or trident. As a bonus action you can plant the Banner into the ground. A planted Banner's effect remains active as long as you remain within its radius. As a bonus action you can pick up a planted Banner, when you do so you can choose to wield it as a weapon or throw it to an unoccupied space you can see within 30 feet of you. While planted, a Banner's AC is equal to 10 + your Constitution modifier and it has a number of hit points equal to half of your total hit points rounded down. If a Banner is reduced to 0 hit points it is dismissed. When summoning a Banner you choose whether it appears in your hands or in a space that you can see within 20 feet of you.

If a Banner's effect requires a creature to make a saving throw the DC is equal to 8 + your proficiency bonus + your Constitution modifier.

You can summon a Banner a number of times equal to your proficiency bonus. The number of Banners you can have in your arsenal is equal to you Constitution modifier (minimum 3). Each time you level up you can choose to replace one Banner in your arsenal with a new one. Your ability to summon your Banners resets on a short or long rest.

Fly Your Flag

Starting at 7th level, when you summon a Banner you may choose to affix it to your back instead of using it as a weapon or planting it in the ground. You can either summon it affixed to your back or use a bonus action to place it there.

The Reach of Morale

Starting at 10th level, your summoned Banners have a radius of 30 feet. Additionally, your Banners gain the reach ability when used as a spear or trident, expanding their melee range by an additional 5 feet.

Hold the Line

Starting at 15th level, you have learned to become a stalwart presence on the battlefield. When you are are within 5 feet of your Banner, you have advantage on rolls against being grappled and effects that would forcibly move you.

Shelter Against the Storm

Starting at 18th level, you are the acme of battlefield support. Your Banners gain the ability to provide cover for friendly creatures. While a summoned Banner is both planted and active it emits an ethereal bulwark in a 15 foot line that is 5 feet high. You choose which direction the wall faces when it first appears. You or any ally whose size is medium or smaller gains half cover from ranged attacks while directly behind the bulwark.

Banners

Below are the Banners you are able to add to your arsenal.

Banner of Fear

Creatures of your choice must make a Wisdom saving throw the first time they enter this Banner’s radius. On a failed save a creature becomes frightened of the banner for 1 minute. On a success a creature is not frightened and is immune to this banner’s effect for the next 24 hours.

This Banner affects a number of creatures equal to your Constitution modifier.

Banner of Field Control (prerequisite - 7th level)

Creatures of your choice must make a Strength saving throw when entering this Banner’s radius. On a failure they move through the radius as if it were difficult terrain.

When a flying creature fails the saving throw it is forced to land. A flying creature on the ground within this Banner’s radius must either leave the radius or roll another Strength saving throw in order to take flight.

This Banner affects a number of creatures equal to your Constitution modifier.

Banner of Flanking Position

Creatures of your choice move through the radius of this Banner at twice their usual speed, meaning they only spend half of their normal movement. For example, an ally who moves 20 feet within the radius only expends 10 feet of movement.

This Banner affects a number of creatures equal to your Constitution modifier.

Banner of Inspiration (prerequisite - 7th level)

Creatures of your choice within the Banner’s radius receive a d6 Inspiration die. Additionally, while this banner remains active you may use a bonus action to grant one creature within the radius an Inspiration die. A creature granted inspiration from this Banner can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one Inspiration die at a time. The die is lost after 1 minute if it goes unused.

The maximum number of creatures who can have an inspiration die at one time is equal to your Constitution modifier.

Banner of the Charging Mist

The radius of this banner is filled with fog as if you had cast the spell Fog Cloud. When the banner disappears or is dismissed, the fog vanishes.

Banner of the Field Medic (prerequisite - 5th level)

Creatures of your choice gain hit points equal to 1d4 + their Constitution modifier when they first enter this Banner’s radius as well as at the start of each subsequent turn they spend there. This Banner affects a number of creatures equal to your Constitution modifier.

Banner of the Nimble Soldier

Allies within this Banner’s radius do not provoke opportunity attacks.

Banner of the Savior (prerequisite - 10th level)

Creatures of your choice within the Banner’s radius gain advantage on saving throws against being frightened or charmed. This affects a number of creatures equal to your Constitution modifier.

Additionally, when a creature of your choice within the radius of this Banner is targeted with an attack you may use your reaction to magically switch spaces with them and be targeted instead.

Banner of the Stout Warrior (prerequisite - 10th level)

Creatures of your choice within the radius of this Banner gain resistance to bludgeoning, piercing, or slashing damage. You choose what type of damage when you summon the banner.

This Banner affects a number of creatures equal to your Constitution modifier.

Banner of the Weapon Master

Creatures of your choice within this Banner’s radius gain an extra 1d4 to damage rolls resulting from weapon attacks. This affects a number of creatures equal to your Constitution modifier.

When you reach 10th level the extra die increases to 1d6. At 15th level it increases to 1d8.

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