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. Purple Dragon knights are warriors who hail from the kingdom of Cormyr. Pledged to protect the crown, they take the fight against evil beyond their kingdom’s borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers.
Level 3: Restriction: Knighthood
You are tied to a specific order of knighthood in some capacity. You have advantage on Charisma checks when interacting with other Knights and those attached to Knightly Orders.
Purple Dragon knights are tied to a specific order of Cormyrean knighthood.
Level 3: Combat Superiority
Your experience on the battlefield has refined your fighting techniques. You learn maneuvers that are fueled by special dice called Superiority Dice.
Maneuvers. You learn two maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn one additional maneuver of your choice when you reach Fighter levels 7, 10, and 15. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four Superiority Dice, which are d8s. A Superiority Die is expended when you use it. You regain all expended Superiority Dice when you finish a Short or Long Rest. You gain an additional Superiority Die when you reach Fighter levels 7 (five dice total) and 15 (six dice total). Furthermore, your Superiority Dice increase by one die increment at level 10 and again at level 18, becoming d10's and then d12's respectively.
Saving Throws. If a maneuver requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier (your choice) and Proficiency Bonus.
Level 3: Rallying Cry
You inspire your allies to fight on past their injuries. When you use your Second Wind feature, you can choose a number of creatures equal to your proficiency bonus within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you. Furthermore, yours and your ally's movement speed is increased by 10ft until the end of your next turn.
Level 3: Royal Envoy
A Knight Banneret is skilled in the arts of negotiation and can maneuver through the intrigues of the court. 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 the skill proficiency you gain from this feature.
A Purple Dragon knight serves as an envoy of the Cormyrean crown. Knights of high standing are expected to conduct themselves with grace.
Level 7: Galvanizing Push
Advancing on your foes, the ring of steel and your mighty war cry show your allies that victory is yours for the taking. Once per turn, when you hit a creature with a weapon attack, you can galvanize a number of your allies equal to your proficiency bonus within 30ft to push for victory. Your weapon attack deals an additional 1d10 damage and the first weapon attack your chosen allies make before the start of your next turn also deals an additional 1d10 damage.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Level 10: Inspiring Surge
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 with its reaction, provided that it can see or hear you.
Starting at 15th level, you can choose two allies within 60 feet of you, rather than one, and at 18th level you can choose three allies.
Level 15: Bulwark
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.
Level 18: Final Stand
You inspire your allies to deny even death in pursuit of victory. As an action, you can inspire your allies within 30 feet to defiantly shrug off mortal wounds. Any ally within range can expend a number of hit dice equal to their proficiency bonus, regaining hit points equal to the rolled result plus their Constitution modifier. Furthermore, any allied creature that has died within the last minute can expend the same number of hit dice to revive with hit points equal to half the rolled result. This feature can’t revive a creature that has died of old age, nor does it restore any missing body parts.
You can use this feature once per long rest.
Level 3: Maneuver Options
The maneuvers are presented here in alphabetical order.
Ambush
When you make a Dexterity (Stealth) check or an Initiative roll, you can expend one Superiority Die and add the die to the roll, unless you have the Incapacitated condition.
Bait and Switch
When you’re within 5 feet of a creature on your turn, you can expend one Superiority Die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and doesn’t have the Incapacitated condition. This movement doesn’t provoke Opportunity Attacks.
Roll the Superiority Die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Commander’s Strike
When you take the Attack action on your turn, you can replace one of your attacks to direct one of your companions to strike. When you do so, choose a willing creature who can see or hear you and expend one Superiority Die. That creature can immediately use its Reaction to make one attack with a weapon or an Unarmed Strike, adding the Superiority Die to the attack’s damage roll on a hit.
Commanding Presence
When you make a Charisma (Intimidation, Performance, or Persuasion) check, you can expend one Superiority Die and add that die to the roll.
Disarming Attack
When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to disarm the target. Add the Superiority Die roll to the attack’s damage roll. The target must succeed on a Strength saving throw or drop one object of your choice that it’s holding, with the object landing in its space.
Distracting Strike
When you hit a creature with an attack roll, you can expend one Superiority Die to distract the target. Add the Superiority Die roll to the attack’s damage roll. The next attack roll against the target by an attacker other than you has Advantage if the attack is made before the start of your next turn.
Evasive Footwork
As a Bonus Action, you can expend one Superiority Die and take the Disengage action. You also roll the die and add the number rolled to your AC until the start of your next turn. This feature does not stack with Armor Class bonuses granted by Reaction spells or features that increase your Armor Class, such as the Shield spell.
Feinting Attack
As a Bonus Action, you can expend one Superiority Die to feint, choosing one creature within 5 feet of yourself as your target. You have Advantage on your next attack roll against that target this turn. If that attack hits, add the Superiority Die to the attack’s damage roll.
Goading Attack
When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to goad the target into attacking you. Add the Superiority Die to the attack’s damage roll. The target must succeed on a Wisdom saving throw or have Disadvantage on attack rolls against targets other than you until the end of your next turn.
Lunging Attack
As a Bonus Action, you can expend one Superiority Die and take the Dash action. If you move at least 5 feet in a straight line immediately before hitting with a melee attack as part of the Attack action on this turn, you can add the Superiority Die to the attack’s damage roll.
Maneuvering Attack
When you hit a creature with an attack roll, you can expend one Superiority Die to maneuver one of your comrades into another position. Add the Superiority Die roll to the attack’s damage roll, and choose a willing creature who can see or hear you. That creature can use its Reaction to move up to half its Speed without provoking an Opportunity Attack from the target of your attack.
Menacing Attack
When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to frighten the target. Add the Superiority Die to the attack’s damage roll. The target must succeed on a Wisdom saving throw or have the Frightened condition until the end of your next turn.
Parry
When another creature damages you with a melee attack roll, you can take a Reaction and expend one Superiority Die to reduce the damage by the number you roll on your Superiority Die plus your Strength or Dexterity modifier (your choice).
Precision Attack
When you miss with an attack roll, you can expend one Superiority Die, roll that die, and add it to the attack roll, potentially causing the attack to hit.
Pushing Attack
When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to drive the target back. Add the Superiority Die to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet directly away from you.
Rally
As a Bonus Action, you can expend one Superiority Die to bolster the resolve of a companion. Choose an ally of yours within 30 feet of yourself who can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die roll plus half your Fighter level (round down).
Riposte
When a creature misses you with a melee attack roll, you can take a Reaction and expend one Superiority Die to make a melee attack roll with a weapon or an Unarmed Strike against the creature. If you hit, add the Superiority Die to the attack’s damage.
Sweeping Attack
When you hit a creature with a melee attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to damage another creature. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your Superiority Die. The damage is of the same type dealt by the original attack.
Tactical Assessment
When you make an Intelligence (History or Investigation) check or a Wisdom (Insight) check, you can expend one Superiority Die and add that die to the ability check.
Trip Attack
When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die and add the die to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or have the Prone condition.







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Posted Sep 29, 2025Hello! Lovers of Homebrew!
You may be wondering why this version of Knight Banneret (Purple Dragon Knight) has Battle Master Maneuvers, this is because myself and my gaming group have throughout 5th edition felt that this should be a core feature of Fighter generally, with the Battle Master being the best at it (I have a version of Battle Master uploaded). If anyone would like a version without the Maneuvers let me know and I will get one uploaded for you. If you use the subclass and have any constructive feedback, then please let me know. I'd also love to hear any cool moments from your games using the subclass!
I intend to go through all the Fighter subclasses and give them a buff and maneuvers, so if you are wanting a certain subclass done first hit me up! Happy Gaming!