Base Class: Fighter
Why a new Banneret?
The theme of the purple dragon knight, or Banneret by its generic name, is not fulfilled mechanically by the SCAG Purple Dragon Knight. As is, the Battle Master and the Cavalier are not only better subclasses overall but they are also better at doing what the Banneret wants to be the best at: The inspiring martial leader.
The approach.
For Ace's Banneret the goal was to provide the fighter with a support/leader sub-class kit that wasn't a protector like the Cavalier and that was distinguishable from a Battle Master built to be a support. We settled on giving it a kit that allowed an Ace's Banneret to "fighterize" its party members.
Patch Notes:
2.0 (0) - Version 1.0 was accidentally uploaded with the wrong version of "Pre-Aggressive Negotiation Navigation".
2.0 (1) - Renamed "First Threw the Door" to "First One Through the Door".
2.1 (0) - Trying to catch more grammar, syntaxe and spelling issues.
2.1 (1) - Few clarifications but no RAI changes.
2.2 (0) - Few clarifications but no RAI changes.
3.0 (0) - Buffed the subclass with the Logistician Who Can Win A Bar Fight and Multi-Disciplined Logistician features. It needed a buff since it's current power level was too dependent on party composition since Inspire Surge and Tactical Opening are only really features if a party member can use these resources better than the Ace's Banneret. Even in an ideal party it was a bit lacking. We lended on a feature that rewards the Ace's Banneret for taking support feats.
Rallying Cry
Starting at 3rd level, on your turn as a Bonus Action, you can choose a number of creatures, up to your proficiency modifier, within 60 feet that are allied with you. You and each of those creatures regains hit points equal to your fighter level, provided that the creature can see or hear you.
This count as using your Second Wind feature. You can not use Rallying Cry if you have no use of Second Wind left.
Pre-Aggressive Negotiation Navigation
When you first become an Ace's Banneret, chose 3 skills that you are not proficient with from among animal handling, deception, insight, intimidation, investigation, performance and persuasion. You add half your proficiency modifier to ability check involving those skills.
If you ever become proficient in one of the skills you chose, if possible chose another skill from the list to be affected by this feature.
Inspire Surge
At 7th level, during an ally’s turn you can use your reaction to give that ally an additional action on top of their regular action and a possible bonus action.
Your ally must be with 60 feet of you and must be able to see or hear you to benefit from this feature.
This count as using your Action Surge feature. You can not use Inspire Surge if you have no use of Action Surge left.
Logistician Who Can Win a Bar FIght
You understand that war are often won before any battle starts. You make the most of you have to ensure that you and your allies prevail.
At 7th level, you chose of of the following features:
Military Chef
You gain proficiency with cook’s utensils if you don’t already have it.
As part of a short rest, you can prepare enough nutritious food for a number of creatures equal to your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains extra hit points equal to your proficiency bonus.
If you have the Chef feat, you instead add your proficiency bonus to the amount of hit points healed by Chef’s 3rd feature.
Combat Medic
As an action, you can spend one use of a healer's kit to tend to a creature and heal hit points equal to your proficiency bonus to it, plus a number of hit points equal to the result of a roll of the creature's largest Hit Dice. That creature can't regain hit points in this way again until they finish a short or long rest.
If you have the Healer feat, you instead heal an amount of Hit Points equal to a roll of the creature’s highest Hit Dice + 4 + your proficiency bonus + the creature’s maximum number of Hit Dice.
Drill Sergeant
You can spend 10 minutes strategizing with your companions and drilling them on combat tactic for upcoming scenarios. When you do so, choose up to your proficiency bonus of friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and can understand you. Each creature gains temporary hit point equal to your fighter level + your proficiency bonus. A creature can't gain temporary hit points in this way again until they finish a short or long rest.
If you have the Inspiring Leader feat, you instead increase the amount of temporary hit points granted by Inspiring Leader by your proficiency bonus + your half your fighter level.
Putrid Poisoner
You learn to use the waste of an adventuring day to create putrid poison.
With one hour of work, you can create a number of doses of putrid poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, putrid poison retains its potency for 1 minute not counting the time it remains sheeted or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a Constitution saving throw DC of 10 + your proficiency bonus or become poisoned until the end of your next turn. This putrid poison losses all potency after 8 hours of being created or 1 hour of not being applied and being left untended. You cannot have more putrid poison prepared than your proficiency bonus.
If you have the Poisoner feat, you instead create stable putrid poison that expire after 24 hours of being created and that does not expire after 1 hour of not being applied and being left untended. In addition, a creature poisoned by your putrid poison or your potent poison makes any further saving throws against either of these effects with disadvantage.
Tactical Opening
Starting at 10th level, when you take the Attack action on your turn, you can forgo one of your attacks and have one of your allies use it’s reaction to make one attack of opportunity against a target that you’ve previously hit during this turn.
Your ally must be with 60 feet of you and must be able to see or hear you to benefit from this feature.
You can use this feature multiple times per turn.
First One Through the Door
At 15th level, when you succeed a saving throw and one of your allies fails their saving throws against the same affect, you can have them reroll their saving throw. If you do so, they must use the new roll.
Your ally must be with 60 feet of you and must be able to see or hear you to benefit from this feature.
This count as using your Indomitable feature. You can not use First One Through the Door if you have no use of Indomitable left.
Multi-Disciplined Logistician
You are only as prepared as the way in which you are the least prepared.
At 15th level, pick another feature from the options granted by Logistician Who Can Win a Bar FIght.
Reliable Commander
Beginning at 18th level, you can use Rallying Cry, Inspire Surge or First One Through the Door and do so with out expending an use of the corresponding base class feature.
If you do so, you can’t do so again until you take a short rest.
When you use Rallying, Inspire Surge or First One Through the Door using Reliable Commander, you can do so even if you have no more use of the corresponding base class feature.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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10/25/2020 4:47:01 PM
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7
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1
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1.0
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Coming Soon
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10/28/2020 5:22:03 PM
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8
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0
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2.0
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Coming Soon
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10/28/2020 5:22:41 PM
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7
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0
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Coming Soon
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12/26/2020 4:00:10 AM
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24
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3
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2.1
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Coming Soon
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3/1/2021 6:39:49 PM
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33
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2
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2.2
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Coming Soon
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I, the creator of this sub-class, still prefer the simplicity of the 2.1. version. It's simple and elegant. You feel amazing when your abilities create the teamwork that leads to victory. Sure 2.2 can do all that and more but the extra features do take a little bit away from the theme.
I accept both at my table.