Fighter Subclass: Banneret, revised
Fighter Subclass: Banneret, Revised
Hit Points
Hit Dice: d10 per Fighter Subclass: Banneret, Revised level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Subclass Options
Battlefield Commander
When you choose this archetype at 3rd level, you learn how
to command your allies on the battlefield, allowing them to
move in coordination with your words. You can use a bonus
action to give an order to another creature within 60 feet of
you that can hear you, though it must use its reaction to
gain the order's benefit.
- Push the Advantage: The creature makes one weapon attack. It ignores disadvantage on this attack roll.
- Tactical Retreat: The creature moves up to its speed. This movement doesn't provoke opportunity attacks.
- Utmost Caution: The creature gains the benefit of the Dodge action until the start of your next turn.
Royal Envoy
A Purple Dragon Knight serves as an envoy of the
crown. Knights of high standing are expected to
conduct themselves with grace. At 3rd level, whenever you
make a Charisma check, you gain a bonus to the check
equal to your Wisdom modifier (minimum of 1).
In addition, you gain proficiency in one of the following
skills of your choice: Animal Handling, Insight,
Intimidation, Performance or Persuasion.
Rallying Cry
When you reach 7th level, you learn how to inspire your
allies to fight on past their injuries.
As a bonus action, you can cause up to three creatures of
your choice within 60 feet of you to regain hit points
equal to 1d6 + your fighter level, provided that the creatures
can see or hear you. You can also choose yourself with this
feature. Once you use this feature, you can’t use it again
until you finish a short or long rest.
Rousing Commands
By the time you reach 10th level, the directives you give
your allies stir them to greater action. When you use your
Battlefield Commander feature, the creature you command
gains an additional benefit, depending on which course of
action you order it to take.
- Push the Advantage: It gains advantage on the attack roll, provided the attack roll doesn't have disadvantage, and it adds your proficiency bonus to the damage roll.
- Tactical Retreat: It ignores any reduction to its speed, and it is immune to the frightened, grappled, and restrained conditions until the start of your next turn.
- Utmost Caution: It has advantage on all saving throws.
Challenging Oath
Beginning at 15th level, you can issue a challenge against a
creature within 60 feet of you as a bonus action, as you
swear an oath to take this foe down, provided that it can see
or hear you. For 1 minute or until you lose consciousness,
the target has disadvantage on attack rolls against
creatures other than you, and your attack rolls against the
target have advantage and will score a critical hit on a roll
of 19 or 20.
Once you use this feature, you can’t use it again
until you finish a long rest.
Inspiring Bulwark
Starting at 18th level, your presence is so inspiring that it
can bring people back from the brink of death. When you or
a creature within 60 feet of you is reduced to 0 hit points
but not killed outright, you can use your reaction to cause
them to drop to 1 hit point instead, provided they can see or
hear you. Once a creature has benefited from this feature,
they cannot do so again until they finish a long rest.
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