Base Class: Fighter
Purple Dragon Knights are elite martial commanders, honed through the brutal realities of war and bound to a standard of unyielding resolve. They wear heavy armor and wield weapons not just to slay foes, but to anchor their entire battle line.
These knights are living focal points of authority, inspiring raw courage in their allies and projecting a presence that demands obedience on the field. Guided by a code of command, judgment, and iron fidelity, they transform scattered skirmishes into coordinated tactical victories.
Drawing on their unwavering loyalty, a Banneret possesses special abilities that elevate everyone in their ranks. By raising their banner whether hoisted on a spear, affixed to a shield, or driven deep into the earth itself, a knight leading a band of allies can turn a desperate engagement into a ferocious offensive. Their mere presence on the battlefield shifts the momentum, proving that an army is only as strong as the one who commands it.
Rallying Wind
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 any number of allies who can see or hear you within 30 ft. Each one gains temporary hit points for a total equal to your Fighter level plus your proficiency bonus plus your Charisma modifier.
Commanding Surge
Starting at 3rd level, your tactical commands turns your leadership into a coordinated offensive. When you use your Action Surge feature, you can choose one ally within 30 ft. who can see or hear you. As a reaction, that ally can immediately take an extra action. For any attack rolls or damage rolls made as part of that extra action, the ally adds your Charisma modifier to the total.
Standard Bearer
When you choose this subclass at level 3, you manifest a symbol of command affixed to your shield, hoisted upon your weapon, or planted firmly in the earth. You can project this standard to alter the flow of battle.
You have a pool of banners equal to your proficiency bonus, which you expend to fuel your tactical banner options. You regain all expended banners when you finish a short or long rest.
You learn three banner options:
Captain's Presence: When an ally within 30 feet of you makes a Charisma check you can use your reaction and expend one banner to add your Charisma modifier to their roll, provided the ally can see or hear you.
Sentinel's Challenge: When you attack a creature, you can use a bonus action and expend one banner to issue a commanding challenge to that creature. The target must make a Wisdom saving throw (DC equal to 8 + \text{PB} + \text{Cha}). On a failure, the target is goaded for 1 minute. While goaded, the target has disadvantage on all attack rolls against targets other than you. At the end of each of its turns, the target can repeat the saving throw, ending the effect on a success.
Vanguard's Interception: When you or an ally you can see within 10 feet is hit by an attack, you can use your reaction and expend one banner to protect your ally reducing the damage taken by an amount equal to your fighter level + your proficiency bonus + your Charisma modifier.
Lead by Example
At 7th level, your mastery of your banners elevates your tactical maneuvers, turning every command into an immediate consequence for your foes. Your banner options gain the following enhancements:
Captain's Presence: When you use this feature, the target ally adds both your Charisma modifier and your Proficiency Bonus to their Charisma check.
Sentinel's Challenge: When a goaded creature makes an attack against a target other than you, that attack is made with disadvantage. If the creature still chooses to make the attack, it immediately takes psychic damage equal to your Fighter Level + your Proficiency Bonus + your Charisma Modifier as your overwhelming presence punishes its disobedience.
Vanguard's Interception: When you use your reaction to reduce damage for an ally, the sheer momentum of your barrier opens a tactical window; that ally can immediately use their reaction to make a melee or ranged weapon attack against the attacking creature, provided they are within range.
Relentless Command
At 7th level, your battle cries and tactical imperatives grow powerful enough to shake off magical dread and propel your allies across the field. Your core surge features gain the following enhancements:
Rallying Wind: When you use your Second Wind, the range of your inspiring presence extends to a 60-foot radius around you. In addition to granting temporary hit points, the surge instantly shatters the grip of fear and enchantment, removing the Frightened and Charmed conditions from all targeted allies who can see or hear you.
Commanding Surge: When you use your Action Surge to command an ally to take an extra action using their reaction, that ally can also move up to half their speed as part of that reaction without provoking opportunity attacks.
Bulwark
Beginning at 10th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma 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.
Inspired Surge
At 15th level, your presence on the battlefield commands absolute coordination, empowering your surges to turn the tide of desperate engagements. Your core surge features gain the following enhancements:
Commanding Surge: When you use your Action Surge, you can now direct two allies who can see or hear you to take an extra action using their reaction (instead of just one). Increase to three at level 18.
Rallying Wind: When you use your Second Wind, your inspiring presence radiates in a 60-foot radius. The surge now heals all targeted allies for an amount equal to the hit points you roll for your Second Wind. In addition, it immediately shatters the grip of fear and enchantment, removing the Frightened and Charmed conditions, and grants all affected allies with temporary hit points equal to your Fighter Level + your Proficiency Bonus + your Charisma Modifier.
Towering Bulwark
At 18th level, your iron resolve protects against the deadliest of hazards. When you use your Bulwark feature to help an ally reroll a saving throw from a fail to a save against an effect that deals damage, you and that chosen ally both gain resistance to that damage type for 1 minute.
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