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.
Restriction: Knighthood
In order to learn the collaborative fighting skills necessary to be a banneret, your PC either must be or have been a member of an order of knighthood, or closely enough affiliated with one that they would impart their battle techniques. As a result, you've also received extensive instruction from this charismatic order in at least one of the courtly arts. When you select this subclass, you gain Expertise in your choice of Persuasion, Performance, Intimidation, Insight, or Animal Handling.
Knightly Expertise: Animal Handling
You are proficient in the Animal Handling skill, and add twice your proficiency to any ability check you make using this skill.
Knightly Expertise: Insight
You are proficient in the Insight skill, and add twice your proficiency to any ability check you make using this skill.
Knightly Expertise: Intimidation
You are proficient in the Intimidation skill, and add twice your proficiency to any ability check you make using this skill.
Knightly Expertise: Performance
You are proficient in the Performance skill, and add twice your proficiency to any ability check you make using this skill.
Knightly Expertise: Persuasion
You are proficient in the Persuasion skill, and add twice your proficiency to any ability check you make using this skill.
Rallying Cry
When you choose this archetype at 3rd level you learn how to inspire your allies to fight on past their injuries. Whenever you use your Second Wind feature, allies within 60 feet of you regain a number of hit points equal to your fighter level + your Charisma modifier. Additionally, allies that can see or hear you can use their reaction to move up to half their movement speed without provoking attacks of opportunity.
Master Tactician
Starting at 7th level, you become a master of battle tactics and learn how to best direct allies and distract foes in combat. You may use the Help action as a bonus action, and you may do so with a 60' range -- provided your target can see or hear you -- rather than a 5' range.
Additionally, you can make your voice boom up to three times as loud as normal, and you gain a second use of the Second Wind feature, which recharges per a short or long rest as normal.
Inspiring Surge
When you reach 10th level, you know how to best inspire others with your actions. When you use your [Tooltip Not Found] feature you can choose a number of allies equal to your Charisma modifier (minimum of 1) within 60 feet of you. Provided they can either hear or see you, each ally can make a melee or ranged attack as a Reaction.
Bulwark
Beginning at 15th level, When an ally you can see fails a Saving Throw, you can use a Reaction to allow them to reroll that saving throw with a bonus to the roll equal to your Charisma modifier (minimum 1). You can use this ability a number of times equal to your Charisma modifier (minimum 1), and you regain expended uses when you take a long rest.
Final Push
At 18th level, your Rallying Cry gives your allies encouragement for that one... last... push. All allies that can see or hear you when you use this feature can, as part of the same Reaction that allows them to use half their movement, make one melee or ranged attack.
Previous Versions
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2/11/2021 12:45:10 PM
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1.0
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Coming Soon
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