Base Class: Fighter
Purple Dragon knights are warriors who hail from a kingdom. Pledged to protect the realm, they take the fight against evil beyond their kingdom’s borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers.
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.
Restriction: Knighthood
Purple Dragon knights are tied to 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.
When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level + your Charisma modifier, provided that the creature can see or hear you.
Royal Envoy
A Purple Dragon knight serves as an envoy of a kingdom. Knights of such high standing are expected to conduct themselves with grace, and encourage others to act reasonably.
At 7th level, you gain Expertise in the Persuasion skill, as well as Proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance. Additionally, as a Bonus Action, you can attempt to end the Charmed or Frightened condition on a creature. Choose a creature within 30 feet of you. Then, make a Persuasion check equal to or higher than the Save DC that forced that creature to be Charmed or Frightened. On a success, that creature is no longer under the effect of the condition.
You can do this twice at 7th level, 3 times at 13th level, and 4 times at 16th level. You regain all expended uses on a Short or Long Rest.
Animal Handling Proficiency
You gain Proficiency in Animal Handling
Insight Proficiency
You gain Proficiency in Insight
Intimidation Proficiency
You gain Proficiency in Intimidation
Performance Proficiency
You gain Proficiency in Performance
Inspiring 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 take the Attack action with its reaction, provided that it can see or hear you. If that creature is within 5 feet of you, it makes its attack(s) with Advantage. Additionally, every successful attack you make during action surge grants one ally of your choice within 60 feet 1d6 + your Charisma modifier temporary hit points.
Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.
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 and must use the new roll, and it gains a bonus to its roll equal to half your Charisma modifier rounded up. If your reroll is successful, you gain a +2 bonus to your AC for one round. If your ally also succeeded on their reroll, that bonus becomes a +3.
Purple Dragon Commander
At 18th level, you are no longer just a Knight. You are a Commander. At this level, you can attain an Aura of Leadership around you, helping you to more efficiently support your allies in battle. Once per Long Rest as a Bonus Action you can emit an Aura of Leadership that extends 15 feet outwards from you for 1 Hour, strengthening prior features of this subclass, along with a new effect.
Rallying Cry. If the allied creature(s) you choose to regain hit points are within your aura, the health they gain becomes equal to your fighter level + twice your Charisma modifier.
Royal Envoy. If the creature you are attempting to end the Charmed or Frightened conditions on are within your aura, the DC you must pass becomes the Save DC that forced the creature to be Charmed or Frightened minus your Charisma modifier. Additionally, while allied creatures are within your aura, they temporarily gain Proficiency in Persuasion and the skill you chose at 7th level.
Inspiring Surge. If the ally you choose to give temporary hit points to is within your aura, the dice rolled becomes a d10, with a minimum roll equal to your Charisma modifier.
Bulwark. If the ally you chose to reroll their saving throw is within your aura, you can choose to forgo any AC bonus given to yourself, and instead give it to that ally for one round.
Undying Courage. The final trait of your Aura of Leadership. If an allied creature drops to 0 hit points while within your aura, they instead heal for 5 × your Charisma modifier. This trait only works once per allied creature.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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7/12/2023 4:57:18 PM
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4
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1
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5e
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Coming Soon
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