Fighter
Base Class: Fighter

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.

Banneret serves as the generic name for the Purple Dragon Knight archetype if you use it in campaign settings other than the Forgotten Realms 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 3 creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your Charisma modifier + your fighter level, as well as gaining temporary hit points equal to your Proficiency Bonus, provided that the creature can see or hear you.

Additionally, you get an extra use of your Second Wind feature.

Royal Envoy

Knights of high standing are expected to conduct themselves with grace.

At 3rd level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.

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

Brothers in Arms

Having fought for so long in a team setting, you learnt that sometimes the better tactics rely on teamwork.

Beginning at 7th level, whenever you take the Attack Action, you can forgo one of your attacks to take the Help Action to aid an ally in attacking an enemy within your reach. If this Help Action aids an ally in attacking a creature successfully, the attack deals an extra 1d8 damage of your weapon's type. This damage increases to 2d8 at 13th level.

Inspiring Surge

Starting at 10th level, when you use your Action Surge feature, you can choose a number of creatures equal to half your proficiency bonus (rounded down) within 60 feet of you that are allied with you. Those creatures can each make one melee or ranged attack with their reaction, provided that they can see or hear you.

Bulwark

Beginning at 15th level, you can extend the benefit of your Indomitable feature to your allies. When you decide to make use of your Indomitable feature and you aren't incapacitated, you can choose a number of allies up to your Charisma modifier (minimum of 1) within 60 feet of you that also failed their saving throw against the same effect. Each creature can then reroll it's saving throw and must use the new roll, provided that the creature can see or hear you.

Additionally, when you roll Initiative and have no uses of Indomitable remaining, you regain one use.

Irate Surge

You have developed an impressive amount of loyalty towards your party, vowing to defeat whoever would bring your allies harm.

Starting at 18th level, when a creature that you can see or hear that you are allied with falls to 0 hit points, you can become Irate (no action required) for one minute. While Irate, you gain the following benefits:

  • You gain temporary hit points equal to 1d10 + your fighter level.
  • Once per turn, one of your weapon attacks can deal your Brothers in Arms feature's extra damage on a hit.
  • You can use your Action Surge feature once without expending one of the feature's uses.

Once you use this feature, you must finish a long rest before you can use it again.

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