Fighter
Base Class: Fighter

Even the best trained warriors can lose battles against peasants. History has told us that much. Skill, talent, and physical prowess of individual soldiers in a group is very important. However, a well-coordinated band of bandits can still be a worthy foe for them.

To inspire and motivate is the art and handiwork of a Banneret. They are leaders, tacticians, strategists, and many things more. They are the ones adding reason sense and purpose to the brutality of combat.

Rallying Cry

When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.

You gain an additional use of your Second Wind feature per short or long rest.

When you use your Second Wind feature, you can choose a number of creatures equal to your charisma modifier within 60 feet. Each one gets to add a d4 on their next saving throw or attack roll.

Golden Tongue

At 7th level, you gain proficiency in the Persuasion skill and the Intimidation skill. If you are already proficient in on of it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, History, or Performance.

Your proficiency bonus is doubled for any ability check you make that uses Persuasion or Intimidation. You receive this benefit regardless of the skill proficiency you gain from this feature.

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 make one melee or ranged weapon attack, cast a cantrip, take the dodge action or take the hide action with its reaction, provided that it can see or hear you.

Additionally, each time an ally you can see rolls a 20 on an ability check, saving throw or attack roll you gain a Surge Point. Surge Points are not lost when resting. When you have 3 Surge Points you lose all of them and gain an additional use of Action Surge. This additional use is lost on the next short or long rest.

Bulwark

Beginning at 15th level, you truly become a master in guarding your allies from harm.

As an action, you can choose a number of creatures equal to your charisma modifier within 60 feet. For each chosen creature you receive another use of Indomitable. These uses subside after 1 minute. During this time, the chosen creatures get +2 AC and they can spend your uses of Indomitable for themselves.

Once you use this feature, you can’t use it again until you finish a long rest.

Speech of the Ages

At 18th level, you learn to inspire not only a group, a battalion, or a legion, but a whole army or a nation. You become the leader you were born to be.

As an action you can address all creatures that can see and hear you within 500ft. They must make a wisdom saving throw (DC = 8 + your proficiency bonus + charisma modifier) or be charmed by you for 8 hours. While charmed this way, the target regards you as its true leader. The effect ends if you or an ally harm the creature or an ally of it or if it is commanded to do something contrary to its nature.

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

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