Base Class: Fighter
This revised version is meant to try and fix existing flaws in the original subclass.
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.
Rallying Cry
When you choose this archetype at 3rd level, you learn how to inspire yourself and your allies to fight on past your injuries.
As a bonus action you may inspire a number of creatures up to your proficiency bonus (including yourself), provided they are within 60 feet of you and can either see or hear you. Each inspired target gains a number of temporary hit points equal to your fighter level. You can use Second Wind with the same bonus action.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Royal Envoy
Knights of high standing are expected to conduct themselves with grace.
At 3rd level, you gain proficiency in the Persuasion skill and one of the following skills of your choice: Deception, Intimidation or Performance.
Starting at 7th level, choose two of the following skills that you're already proficient with: Deception, Intimidation, Performance or Persuasion. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. You receive this benefit regardless of the skill proficiency you gain from this feature.
Dignity and Grace
Starting at 7th level, you emit your charisma with every move you make. Whenever you make either a Strength or Dexterity check, you gain a bonus to the check equal to your Charisma modifier (minimum of +1).
Inspiring Surge
Starting at 10th level, you can use a bonus action to inspire one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 18th level, you can use it twice before a rest.
Bulwark
Beginning at 15th level, when you or an ally fail an Intelligence, Wisdom, or Charisma saving throw while you aren’t incapacitated, you can use your Indomitable feature to reroll the saving throws of any and all creatures of your choice that have failed them against the same effect, provided they are within 60 feet of you and can either see or hear you (including yourself). All selected creatures must use the new rolls.
Tactical Offencive
Beginning at 18th level, whenever you take the Attack action on your turn, you can take either the Use an Object action or the Help action in place of one of those attacks.
Previous Versions
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6/28/2023 8:12:38 AM
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5/24/2024 7:51:09 PM
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