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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Posted Jul 6, 2018Thanks for the enthusiasm. I really liked making it as well. Hope the image clears up all what everyone's been missing so far.
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Posted Jul 6, 2018-
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Posted Jul 6, 2018A screenshot would be amazing!
I really dig the idea of this subclass! so awesome! :)
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Posted Jul 1, 2018I think Bovinobard also had the same problem. Try opening it in the Detail Page.
If that doesn't work I can try to put a screenshot in the comments so you can check it out there.
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Posted Jul 1, 2018Maybe this is just a problem with my computer, but for me, this subclass description doesn't show what any of the effects granted by the banner are, neither what they do.
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Posted Jul 1, 2018Hey Lucis. It's alright, allow me elaborate on it a bit more.
Under each feature there is a list, these are: Alertness, Conquest, Defense, Justice, March, Peace, Purity, Victory, War.
All features except your level 15 and 18 feature, which stand on their own, work with your choices of your level 3 feature "Banner of Leadership".
You pick one and gain one additional at certain Fighter levels, also you are allowed to switch whenever you gain a new feature in the "Flagwielder" class.
Lets say you are a level 3 fighter and you've picked Banner of Leadership 'War'. Every allied creature within 30 ft. of your flag, not you, gets +1 to any weapon damage roll. This includes mounts, summoned creatures, anything that's an ally except you.
Now we skip to level 7 and say we don't switch any Banner of Leadership effects, this now grants you access to the Banner of Command's War effect as explained in its feature.
This continues for your level 10 feature. At this point you also gain an additional Banner of Leadership effect. Say we have War and Alertness. This now grants access to the 'War' and 'Alertness' effects of Banner of Dominance.
In short: your key feature is Banner of Leadership. You only pick there and get the effects based on your Banner of Leadership effects, and the effects are under each of those picks.
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Posted Jul 1, 2018Hello Nat_1. Sorry if thats something I should already know, but what exactly this auras do?
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Posted Jun 7, 2018Maybe there is a glitch on DnD-Beyond, the ones you can pick are right below it.
These are: Alertness, Conquest, Defense, Justice, March, Peace, Purity, Victory, War.
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Posted Jun 7, 2018Hi, of course!
I get the impression this is an aura-based build, that empowers your allies, and you obtain additional auras at later levels. Under the section ''Banner of Leadership'' there is the following: "While you are not incapacitated, allied creatures within 30ft. of the banner gain one of the following effects:"
However, I can't make out what the actual different auras are. If I'm missing something let me know xD
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Posted Jun 6, 2018Can you elaborate a bit more on that so I can take it into the second version?
Do you mean it's short and therefore confusing, or is it the flag-effect itself that is confusing?
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Posted Jun 5, 2018I really like the idea of planting a flag in the middle of the battlefield as a call to arms!
I do however not quite understand what the different effects of the flag upgrades are. It would be great if these were present in greater detail. Thanks!