Fighter
Base Class: Fighter

The Flag Bearer is the leader of a group in battle. The Flag Bearer is either the first to charge proudly waving their symbol or they stand high in defense of their symbol. They have trained to either plant their flag into the ground to stand and fight or charge directly into the enemy line piercing through defenses. Flag Bearers choose between One-Handed or Two-Handed flags One-Handed focused around defense, debuffing and opportunity attacks while Two-Handed focuses more on damage and movement.

Level 3: Flag Stance

Choose either the One-Handed flag providing defensive buffs to you and allies while also debuffing enemies. Or choose the Two-Handed flag increasing your damage and buffing you and allies to fight better. Additionally you cannot be forcibly disarmed of your flag. You can change which flag stance you choose after a short or long rest.

One-Handed:
If you choose the One-Handed flag option you give yourself and allies within 15 ft of you +1 Armor Class and +2 to saves against against the Frightened, Prone or Grappled conditions.

Two-Handed:
If you choose the Two-Handed flag you use your flag as a weapon treating it as a polearm that deals 1d10 bludgeoning, piercing or slashing damage depending on the flag. Additionally upon incapacitating or killing a creature you give yourself and allies within 30 ft of you 10 ft of extra movement on their next turn and creatures with 30 ft of your choice take an extra damage dice the next time they are hit.

Level 3: Rallying Cry

One-Handed: Bastion
As a bonus action, plant your banner into the ground. Creatures you choose within 45 ft of the banner have their movement speed reduced by 10 ft and one source of advantage is automatically cancelled. The buffs provided by the banner are expanded to 45 ft as well. 

Two-Handed: Charge
As a bonus action rush forward up to 30 ft with your banner. If you hit a creature stop and make an attack against the creature. Allies within 30 ft of you initial location gain 15 ft to their movement speed and their next attack deals an additional damage dice. You cannot charge again until you or an ally kills a creature. 

Level 7: Voice of the Bearer

One-Handed: Demoralize 
As a reaction to a creature missing an attack within 15 ft of your banner or you demoralize them. On a failed Charisma save they have their movement speed reduced by 10 ft and a -2 to their next attack roll.

Two-Handed: Continue the Advance
As a reaction to a creature being forcibly moved allow them to move 15 ft and gain extra damage dice to their next attack. Or if a creature fails a save for being knocked prone or grappled they can remake the save on success they can move 15 ft without provoking opportunity attacks. 

Level 10: The Symbol

One-Handed: Hold the Line
Creatures of your choice within the banner's area can reduce their movement speed by 10 ft but increase the distance of their opportunity attacks by 5 ft as a free action. Also you can use your bonus action if your within 5 ft of your flag (Including carrying it) to blind a creature with it, on a failed dexterity save until the end of their turn.

Two-Handed: Push Further
Killing a creature grants more benefits, +2 to their next hit and an additional 5 ft of movement. Additionally the range increases to 45 ft.

Level 15: Claim Victory

One-Handed: Stand Strong
As an action half your movement speed and gain an additional reaction but you can only use it to make opportunity attacks, deal 1d6 extra damage with opportunity attack, you are still able to hit creatures who have taken the disengage action with an opportunity attack and on hit with an opportunity attack allies within 15 ft of you or your flag gain 8 temporary hit points. 

Two-Handed: Follow Me
As an action once per combat hit all creatures within range of your flag. For each creature hit choose a creature within 30 ft and they gain advantage on their next attack.

Level 18: The Flag Bearer's Weight

One-Handed: Lone Flag
If your are reduced to 0 hp or an ally within range of your flag is you gain the following benefits once per combat. Heal 1/3rd of your max hit points immediately, gain an additional reaction and reduce the movement speed of creatures you hit by 10 ft once per creature for the rest of combat. If an ally is downed triggering this ability you can choose to give them temporary hit points equal to 1/3rd of your max hit points. Additionally if you have the sentinel ft you can instead move the creature 10 ft in any that doesn't cause harm and that is possible to do. 

Two-Handed: The Flag that Pierces
As an action once per short rest wave your flag forward. All creatures of your choice within 100 ft of you can move their movement speed and make an attack or cast a 1st level spell.

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