Fighter: Banneret - Revised in Myths of Mudora | World Anvil
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Fighter: Banneret - Revised

The Knights of Hyrule are often known as Bannerets and their codes of honor, chivalry, and honor has persisted into the modern day. The mere presence of one in a hamlet is enough to cause some moblins and bandits to seek easier prey. A lone banneret is a skilled warrior, but a banneret leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.   A banneret prefers to lead through deeds, not words. As a banneret spearheads an attack, their actions can awaken reserves of courage and conviction in allies that they never suspected they had.  

Rallying Cry

When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.   When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level + your proficiency bonus, provided that the creature can see or hear you.  

Battle Order

At 3rd level, you can inspire your allies to fight at their absolute best. As a bonus action, you can release a Battle Order that motivates any number of allies within thirty feet of you. When you release this order, you cause one of the following effects which lasts until the start of your next turn:
  • Charge! - You and your allies have advantage on their next attack roll.
  • Spell Defense - You and your allies have advantage on their next saving throw.
  • Tactical Retreat - You and your allies increase their speed by 10 feet and opportunity attacks are at disadvantage against them.
  • Elemental Barrier - You and your allies have resistance to the next instance of acid, cold, fire, lightning, or thunder damage.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.  

Royal Envoy

At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.   Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.  

Inspiring Surge

Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.   Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.  

Bulwark

Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren’t incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and add your proficiency bonus to the new roll, but it must use the new roll.   In addition, you regain your uses of Indomitable whenever you complete a short rest or long rest.

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