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.
A banneret prefers to lead through deeds, not words. As a banneret spearheads an attack, their actions can awaken reserves of courage and conviction in allies that they never suspected they had.
Banneret serves as the generic name for the Purple Dragon Knight archetype if you use it in campaign settings other than the Forgotten Realms or to model warlords other than Purple Dragon Knights.
Restriction: Knighthood
Purple Dragon knights are tied to a specific order of Cormyrean knighthood.
Banneret serves as the generic name for this archetype if you use it in other campaign settings or to model warlords other than Purple Dragon knights.
Rallying Cry
When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.
As a bonus action, you can choose up to three allies that can see or hear you within 60 feet to regain hit points equal to 1d4 + half your fighter level. Affected allies are also emboldened, gaining AC equal to half your Charisma modifier and increasing their walking speed by 10 feet until the start of your next turn. You may use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
The initial dice to heal increases when you reach certain levels in this class, increasing to 1d6 at 7th level, 1d8 at 10th level, and 1d10 at 15th level.
Royal Envoy
A Purple Dragon knight serves as an envoy of the Cormyrean crown. Knights of high standing are expected to conduct themselves with both grace and power.
At 3rd level, you gain proficiency in one of the following knightly skills of your choice: Animal Handling, Insight, Intimidation, Performance, or Persuasion.
Battlefield Commander
At 7th level, you master the art of battlefield tactics. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
At the start of your first turn in combat, you may direct one ally that can see or hear you to seize combat superiority on the battlefield. The ally can move up to twice their speed without provoking attacks of opportunity, and then immediately make one weapon attack with advantage as a reaction. If the attack hits, the ally can add your Charisma modifier as a bonus to the attack's damage roll.
Vow of Dominance
Starting at 10th level, when you use your Action Surge feature, you exert a menacing challenge to one creature within 60 feet of you that is hostile to you.
All hostile creatures within 15 feet of you (excluding the targeted creature) must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failed save, a target takes psychic damage equal to your Charisma modifier and becomes frightened of you until the start of your next turn. While it is frightened in this way, a creature must spend its turn trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. A target automatically succeeds on the save if it can’t hear or see you.
In addition, the challenged creature becomes marked. Beginning at the end of your turn and until the start of your next turn, all allied attacks against the marked creature deal additional psychic damage equal to your Charisma modifier once per turn.
Bulwark
Beginning at 15th level, when you use your Indomitable feature, you gain a bonus on the new roll equal to half your Charisma modifier. You also can extend the benefit of your Indomitable feature, separate from your own, to an ally.
When an ally that can see or hear you within 60 feet fails an Intelligence, Wisdom, or Charisma saving throw and you aren’t incapacitated, you can use your reaction to allow them to reroll their saving throw with a bonus equal to half your Charisma modifier and they must use the new roll.
Relentless Knight
Starting at 18th level, you are a seasoned combatant, displaying levels of inexhaustible endurance.
Your speed cannot be reduced by any means unless incapacitated or restrained.
In addition, when you use your Second Wind feature while your current hit points are equal to or less than half your hit point maximum, you gain temporary hit points equal to the amount healed.
Previous Versions
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