Fighter
Base Class: Fighter

Where there is war, there is a reason. What splits the warrior from the savage is this reason to fight. The Flagwielder carries its banner to the very end, to victory! While under the flag they will not fall, they will not stop, and they inspire their allies to do the same. They carry the burden of not falling and it is reflected in their actions. With a charismatic hand at play they provide the reason why they all fight, and march to win today.

Banner of Justice

Starting at 3rd level when you pick this martial archetype you create a banner of your choice. If you follow a god or pantheon you might use its symbol as your banner. If you follow a king or city, that symbol would be appropriate. The symbol of your group is also a reasonable option.

The banner has to mean something and can be used in battle. The banner acts as a spear and you are proficient with it even if you wouldn't be otherwise. You can only have one banner at a time and creating another one will nullify the effects of the previous ones. You can also create another banner in 4 hours and with 20 GP.

The spear acts differently from a regular spear. Its throwing range is 30/100. On hit or miss it will always land upright unless you rolled a 1. It is considered a light weapon for the purpose of two weapon fighting. As it is your spear, you are proficient with it.

Banner of Leadership

While you are not incapacitated, allied creatures within 30ft. of the banner gain one of the following effects:

You can pick one at 3rd level, as well as switch one at 7th, 10th, 15th, and 18th level. At 10th and 18th level you gain one additional effect.

Alertness

+1 bonus when rolling initiative.

Conquest

+1 temporary hit point at the start of your turn.

Defense

+1 to any Dexterity, and Constitution saving throws.

Justice

Advantage on saves against Charm and Frighten effects.

March

+5 Speed in initiative.

Peace

+1 to Charisma (Persuasion) checks outside cities or towns.

Purity

+1 to any Intelligence and Wisdom saving throws.

Victory

+1 to any weapon attack roll

War

+1 to any weapon damage roll.

Banner of Command

Your rightious actions have increased your leadership potential. At 7th level while you and one allied creature are within 30 ft. of your banner, you can use your reaction to give the allied creature one effect based on your Banner of Leadership effects. Your Banner of Leadership will be unavailable until the end of your next turn.

You can use this feature a number of times equal to your Charisma modifier (minimum 1), and regain all expended uses on a short or long rest.

Alertness

Use the reaction to make an attack of opportunity.

Conquest

Give temporary hit points equal to your Charisma modifier.

Defense

Add your Charisma modifier to a Dexterity or Constitution saving throw. You can use this after the roll, but before results are given.

Justice

Let an ally reroll their save for a Charm or Frighten effect immediately, add your Charisma modifier to the roll.

March

Gain the benefits of the Disengage action.

Peace

Roll a Charisma (Persuasion) roll against a targeted creature's Wisdom (Insight) check. On success the allied creature has advantage on the attack roll.

Purity

Add your Charisma modifier to any Intelligence or Wisdom saving throw. You can use this after the roll, but before results are given.

Victory

Add your Charisma modifier to its attack roll. You can use this after the roll, but before results are given.

War

Add your Charisma modifier to the damage roll of a weapon.

Banner of Dominance

Beginning at 10th level your withstanding believes pay of as you can use your own devotion to gain a benefit based on your Banner of Leadership effects.

Alertness

Gain your Charisma modifier to initiative roll.

Conquest

Increase your temporary hit points gained with your Charisma modifier.

Defense

Use your reaction to gain a +2 to AC.

Justice

Immune to Frighten effects.

March

Gain +10 speed in initiative.

Peace

Gain expertise in Charisma (Persuasion) checks outside of cities or towns.

Purity

Immune to Charm effects.

Victory

Add your Charisma modifier as fire damage to your damage rolls.

War

Gain 1 + number of attacks hit to damage roll, up to Charisma modifier.

Banner of Thrive

Starting at 15th level when you roll for initiative and have no uses of Banner of Command, you regain one use.

Additionally you can expend one use of Banner of Command to empower your next attack: When you throw your spear any enemy creature within 10 ft. makes a dexterity save and takes 1d6 + Charisma radiant damage on a fail.

You do not regain this Banner of Command use during a short rest, but you do regain it with Banner of Thrive like normal.

Banner of Absolute

At 18th level your banner has reached the heavens and went beyond. You gain one major aura which affects you and any allied creature within 30 ft. of the banner.

Bless

Reduce any damage, except from magical weapons, by an amount equal to your Charisma modifier.

Inspiration

Regain half your Charisma modifier (rounded up) as hit points while hit points are 50 or lower during iniative. You don't get this benefit when you have 0 hit points.

Judgement

Deal Lightning damage equal to your Charisma modifier on any weapon damage roll.

Tactical

Banner effects have a 100 ft. range.

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