Base Class: Fighter
Rally Fellow Heroes with Inspiring Leadership
Bannerets are paragons of valor and leadership who protect the innocent and rally fellow adventurers to the causes of justice and freedom. Many are knights serving in Cormyr, the Silver Marches, Damara, Chessenta, or other lands across Faerûn. They wander the realms as knights errant, taking the fight against evil beyond their kingdom’s borders.
A Banneret relies on judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers. A lone Banneret is a skilled warrior, but when leading a band of allies one of these warriors can transform even a poorly equipped militia into a ferocious war band.
Level 3: Knightly Envoy
You know how to conduct yourself with grace as a noble ambassador. You gain the following benefits.
Comprehension. You can cast the Comprehend Languages spell but only as a Ritual. Charisma is your spellcasting ability for it.
Polyglot. You learn two languages from the language tables in the Player’s Handbook or chapter 2 of Forgotten Realms: Heroes of Faerûn.
Well Spoken. You gain proficiency in one of the following skills of your choice: Insight, Intimidation, Persuasion, or Performance.
Level 3: Tag Teaming
When you use your Action Surge you can choose an ally within a 30-foot Emanation originating from yourself, to take an action with you on that turn. The ally you choose is subject to the same rules regarding action surge you are.
Level 7: Rallying Charge
When iniative is rolled you may choose a number of creatures within 30 feet of you equal to your charisma modifier(minimum of 1) to get a bonus to their initiative roll equal to your charisma modifier(minimum of 1).
Level 10: Motivating Leadership
Whenever you succeed on a D20 test you may expend a reaction to give an ally within 30 feet of you advantage on their next D20 test. This advantage given to them lasts for 1 minute or until you use the feature again. They lose this effect if you fail a D20 test while they can see you.
You also gain expertise in one of the following skills of your choice that you have proficiency in: Insight, Intimidation, Persuasion, or Performance.
Level 15: Shared Resilience
When an ally you can see within 60 feet of yourself fails a saving throw, you can take a Reaction to expend a use of your Indomitable feature. The ally can immediately reroll the saving throw with a bonus equal to your Fighter level; the ally must use the new roll.
Level 18: Inspiring Commander
You gain the following benefits.
Domineering Presence. You may add your charisma modifier to damage rolls made by you. The damage is the same damage type of the attack made.
Unshakable Bravery. You have Immunity to the Charmed and Frightened conditions.
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Posted Apr 1, 2026Appreciate the input.
Why is an action too much? You can't do anything crazy like a magic action and most characters you'll use it one will make two attacks at most. Unless of course you're playing with high level fighters but at that level I'd recon most high level spells have more of an affect than normal attacks.
Also the level 10 ability has a time limit of 1 minute. You just missed it.
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Posted Mar 31, 2026tag teaming- far too much- 1 weapon attack only or help action is fine.
level10 - add a time limit, otherwise i may be in 100 years
l