Base Class: Fighter
A rework of the banneret/ purple knight archetype. The focus lies on the command part to capture the warlord feeling, with improvements to the base Fighter abilities similar to the original subclass. Playtesting and feedback welcome
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.
Commanding Aura
When you choose this archetype at 3rd level, you gain an aura of authority, virtuousness and inspiration with a range of 30 feet.
When you take the attack action on your turn, you can forgo some attacks to instead give commands to you allies. How many attacks you must forgo to make a command is shown in the Commands table below. You can still make the attacks, you did not forgo, as normal, as part of this attack action. There is also no limit to the commands you can give on higher levels as long as you have extra attacks left in your attack action.
When giving a command, choose a creature within your aura, that can see or hear you. The creature can use its reaction to follow the command.
Commands
|
Commands (3rd level) |
Cost |
|
Attack. The creature makes one weapon attack. |
1 attack |
|
Charge. The creature moves up to half its movement speed in any direction. |
1 attack |
|
Search. The creature makes one Perception or Investigation check. |
1 attack |
|
Support. The creature takes the Help action. |
1 attack |
|
Commands (5th level) |
Cost |
|
Retreat. The creature disengages and can move up to half its movement speed into any direction. |
2 attacks |
|
Brace. The creature takes the Dodge action. |
2 attacks |
|
Hide. The creature takes the Hide action. |
2 attacks |
|
Commands (11th level) |
Cost |
|
Cast. The creature casts a spell of 5 level or lower, which has a casting time of 1 action. |
3 attacks |
|
Regroup. The creature immediately takes its turn. You resume your turn after they are done, finishing any movement, attacks or actions you have left. The creatures initiative becomes your initiative for the fight and it will take its turn immediately before yours. A creature cannot follow this command again until its next initiative roll. |
3 attacks |
Rallying Cry
Also 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 creatures, up to your Proficiency modifier, within your commanding aura, which are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.
Standard Bearer
At 7th level, you have learned to transcribe some of you influence as a paragon onto a symbolic token.
During a long rest, you can designate an object as a form of command token. Typically, that would be a banner, but it could also be a visually distinguishable sword or spear, a form of light source or a sign carved into a tree. The object stays your command token until you designate a new one during you next long rest.
The token has its own commanding aura of 30 feet, which extends the reach of you commands and can visually fill in for you.
Royal Envoy
Your reputation precedes you and people start to recognize you and your banner.
Also at 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain expertise in it, provided that you do not already have it.
While an allied creature other than you is within your or your tokens commanding aura, it can use your Persuasion or Intimidation modifier instead of its own when making these checks.
Phalanx
At 10th level, your determination to share the fate of your soldiers inspires greater resilience in them.
When one or more friendly creatures within your commanding aura fail their saving throws against the same effect, you can use Indomitable to allow a number of them to repeat their saving throws, no action required. The number equals half the number of creatures within you commanding aura, that were affected by the same effect (rounded up).
Words and Actions
Also at 10th level, you can coordinate your actions to those of your allies, which follow your lead. When a creature follows one of your commands, you can use your reaction to follow the same command. This does not work with the regroup command.
Inspiring Surge
At 15th level, when you use your Action Surge, choose a number of allied creatures within your commanding aura equal to your Proficiency modifier. Until the end of their turn, they gain an additional reaction, provided that they can hear or see you.
Improved Standard Bearer
At 18 level, you can designate two command tokens during your long rest instead of one, and they stay your command tokens until you designate 2 new ones during your next long rest.
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Posted Jun 29, 2024Thank you^^
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Posted Feb 21, 2024I like being recognised at level 7.
Nice writing!