Base Class: Fighter
A Banneret inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.
Pledged to protect the crown, they take the fight against evil beyond their kingdom’s borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers.
A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight’s actions can awaken reserves of courage and conviction in allies that they never suspected they had.
Inspiring Surge
When you choose this archetype at 3rd level, you learn surges that are fueled by special dice called commander's dice.
Surges. You learn three surges of your choice, which are detailed under “Surges” below. Many surges enhance your allies in some way. You can use only one surge per attack or action, as indicated in the surge description.
You learn two additional surges of your choice at 7th, 10th, and 15th level. Each time you learn new surges, you can also replace one surge you know with a different one.
Commander's Dice. You have four commander's dice, which are d8s. A commander's die is expended when you use it. You regain all of your expended commander's dice when you finish a short or long rest.
You gain another commander's die at 7th level and one more at 15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Charisma modifier
Student of Diplomacy
At 3rd level, you gain proficiency with persuasion. If you are already proficient with persuasion, you gain proficiency in another skill of your choice.
Surges
The surges are presented below:
Bulwark Defence
You may use a reaction to encourage your allies to prepare for an attack. When you do so, expend one commander's die. One ally who can hear you may add to the commander's die to their AC when they are next attacked. This expires at the end of combat if it is not used.
Bulwark Encouragement
You may use a reaction to support an ally who is being attacked. When you do so, expend one commander's die. One ally who can hear you may add the commander's die to their Wisdom, Intelligence, or Charisma Saving Throw.
Bulwark Reinforcement
You may use a reaction to support an ally who is being attacked. When you do so, expend one commander's die. One ally who can hear you may add the commander's die to their Strength, Dexterity, or Constitution Saving Throw.
Commander’s Strike
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one commander's die. That creature can immediately use its reaction to make one weapon attack or attack cantrip, adding the commander's die to the attack’s damage roll.
Commander's Inspiration
You may use a reaction to encourage your allies in battle to strike harder. When you do so, choose a friendly creature who can see or hear you and expend one commander's die. The next time that the ally makes a weapon or cantrip attack, they may add the commander's die to their damage roll. This expires at the end of combat if not used.
Commander's Words
When you hit a creature with a weapon attack, you can expend one superiority die to encourage your allies in battle to strike harder. When you do so, expend one commander's die. You may grant advantage to the next attack of a number of allies within 30 feet who can hear you equal to your charisma modifier. The allies do not add the commander's die roll to their attack roll.
Envoy Presence
When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one commander's die and add the superiority die to the ability check.
Envoy's Encouragement
As a reaction, when an ally makes an Arcana, History, Investigation, Nature, or Religion check, you can expend one commander's die and add the superiority die to the ability check.
Envoy's Reinforcement
As a reaction, when an ally makes an Acrobatics, Athletics, or Stealth check, you can expend one commander's die and add the superiority die to the ability check.
Goading Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Leader's Strike
Leader's Switch
When you’re within 5 ft. of a creature on your turn, you can expend one commander's die and switch places with that creature, provided you spend at least 5 ft. of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks.
Roll the commander's die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Leader's Words
As a bonus action, you can expend one superiority die to encourage an ally in battle to redeploy. When you do so, expend one commander's die. One ally who can hear you is able to use their reaction to move up to their movement speed. They do not take attacks of opportunity during this movement.
Menacing Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Rally
On your turn, you can use a bonus action and expend one commander die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the commander's die roll + your Charisma modifier.
Rallying Cry
You may use a bonus action to encourage your allies to recover. When you do so, expend one commander's die. A number of allies within 30 feet who can hear you equal to your charisma modifier may heal an amount of HP equal to your proficiency bonus + your charisma modifier.
Royal Envoy
Knights of high standing are expected to conduct themselves with grace.
At 7th level, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.
In addition, your proficiency bonus is doubled for any ability check you make that uses Persuasion.
Animal Handling
At 7th level, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.
Insight
At 7th level, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.
Intimidation
At 7th level, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.
Performance
At 7th level, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.
Improved Inspiring Surges
At 10th level, your commander's dice turn into d10s. At 18th level, they turn into d12s.
Perseverence
Starting at 15th level, when you roll initiative and have no commander's dice remaining, you regain one commander's die.
Improved Inspiring Surges
At 18th level, your commander's dice turn into d12s.
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Posted Apr 23, 2025hey could you revise this for 2024 rules