Base Class: Fighter
Masters of a favored weapon and leaders of great armies Weapon lords wear their hearts as banners to inspire the party.
Favored Weapon
When you choose this archetype at the 3rd level, you may select a weapon you have trained diligently with to be your Favored Weapon. Your weapon attacks with your favored weapon hit harder and strike deeper, increasing the weapons damage die type to a maximum die type of d12. Ex. Long swords now deal 1d10 rather than 1d8, or a greatsword deals 2d8 rather than 2d6.
Lords Banner
At the 7th level, Your devotion to your people grows to tangible levels. The banner of your nation appears as a tattoo on your body. You gain the ability to call upon a banner of your choice. The banners you may choose from are detailed in the “Banners” section. After selecting a banner, it cannot be changed. At 15th level, you select an additional banner.
Saving Throws
Some of your banners require your target to make a saving throw to resist the banner’s effects. The saving throw DC is calculated as follows:
banner save DC = 8 + your proficiency bonus + your Wisdom or Charisma modifier (your choice)
Morale
Your banner has a limit on its bolstering effects. Morale is spent when you use your banner and is spent differently depending on which banner you use. Your morale is regained when you take a long rest. Your morale is equal to your fighter level × 5.
Flag banner
You summon your banner as a banner of your people, giving anyone you choose a morale boost. As an action, you may spend 5 morale to give any creature advantage on their next attack roll.
Heart banner
You have a pool of Hit Points you can spend to give other creatures Temporary Hit Points. As an action, you may spend as little as 1 morale to give 1 Temporary Hit point to one creature. You may spend more than one morale in an action targeting as many creatures as you have morale. Those targets must be able to see or hear you.
Mind banner
You pour your nations will into the mind of your allies. As an action, you can spend 5 morale giving advantage on saving throws against Fear and Charm effects. This lasts for a number of rounds equal to your Fighter Level.
Rage banner
Defeat is not an option for you or your troops. As an action, you can spend 2 morale to give a creature the Barbarians Rage ability for one turn. When their next turn ends they are no longer raging. You may target more creatures as part of the same action by spending an additional 2 morale. Hostile creatures targeted by this feature make a Wisdom saving throw and only rage if they fail.
Soul banner
The Spirit of your army cannot be broken even into death. By spending morale equal to 5 x your fighter level, you can cast Revivify on a number of targets equal to your fighter level.
Improved Favored Weapon
Starting at 10th level, your weapon attacks with your favored weapon have their damage die type increases again to a maximum die type of d12.
Banner Improvement
At 15th level, you select an additional banner.
Ever Burning Morale
Starting at 18th level, when you roll initiative and have no morale remaining, you may spend Hit die to regain 5 morale per hit die spent.
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