Banner Commander (5e Class)

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Banner Commanders are leaders on the battlefield, inspiring troops and waging wars in the name of a kingdom or organization, bearing their banners in conflicts. Using the power granted by resources and influence of their patrons, they march through foreign soil and keep the borders of their countries safe, fighting, pillaging, and sometimes signing treaties of peace with their foes, doing everything in their power to represent well the force represented by them. They are masters in combat, both political and military, and they use all tools on their disposal to further the goals and ideals the seek to uphold. Bravery and cunning are the core traits displayed by banner commanders, which makes them inspiring to their allies and dreadful to their enemies.

Noble Status[edit]

It is common for those who follow the path of a banner commander to be respected as leaders and models in their societies. Tribal chieftains, noble knights and respected mercenaries are some of the archetypes that are found on this career. Some are born into privilege, other earn their position with sweat and blood, but either way, all banner commanders share a common trait: a highly respected position in their societies due to battle prowess and military achievements. Due to this position, they are funded by their patrons and followed by loyal soldiers, willing to give their lives under the service of the commander. In combat, the banner commander is more than an individual, embodying the patron he represents.

Dreamers and Seekers[edit]

Banner commanders are almost always driven by a larger than life goal, something bigger than one person, a great ideal or a lifetime achievement. Some seek to make their names echo though eternity; others believe that there's nothing greater than serve a realm. And some seek to change the world, moving others with these aspirations. Regardless of the reasons behind this goal, they are able to inspire others with the intensity and passion of this objection, which makes them invaluable to the patrons who have their goals furthered by the banner commanders.

Creating a Banner Commander[edit]

The first thing to decide when making a banner commander are the reasons that led your character to serve under a particular banner: were you looking to serve an ideal you believe in, for gold or you did not choose this path, being shackled to it by wars around you, family ties or duty? Do you have remorse for the acts you've committed or tormented by deaths of companions in war? Do you blindly serve your patron, or just believe him to be the best way to achieve your own goals? Is your character a brutal commander who enforces your dominance though power, a inspiring leader, followed by comrades that see in you an role model and a friend, or a discipline commander, who treats your subordinates with respectful distance and enforces discipline and hierarchy? Do the patron want you to maintain the status quo or to disrupt it? Finally, is your goal achievable in one lifetime or your just to want to be one link in an long chain of banner commanders in a long term goal?

Quick Build

You can make a banner commander quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the soldier background. Third, choose the scale mail, a longsword, a handaxe and a shield and a traveler's pack.

Class Features

As a Banner Commander you gain the following class features.

Hit Points

Hit Dice: 1d8 per Banner Commander level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Banner Commander level after 1st


Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Cartographer' tools
Saving Throws: Wisdom, Charisma
Skills: Choose two from Animal Handling, Athletics, Deception, History, Insight, Intimidation, Perception and Persuasion


You start with the following equipment, in addition to the equipment granted by your background:

Table: The Banner Commander

Level Proficiency
Features CR Limit
1st +2 Patronage, Direct Troops 1/8
2nd +2 Inspiring Presence 1/4
3rd +2 Banner 1/2
4th +2 Ability Score Improvement 1/2
5th +3 Direct Troops,Tactical Striking 1
6th +3 Banner Feature 1
7th +3 Encourage Troops 2
8th +3 Ability Score Improvement 2
9th +4 Indomitable Resolve 3
10th +4 Indomitable Resolve 3
11th +4 4
12th +4 Ability Score Improvement 4
13th +5 5
14th +5 Banner Feature 5
15th +5 5
16th +5 Ability Score Improvement 5
17th +6 Banner Feature 6
18th +6 6
19th +6 Ability Score Improvement 6
20th +6 Banner Feature 6


Starting at 1st level, you serve as a officer on a organization or realm, which lends you resources to carry out your missions. You gain the following benefits:


You learn the spell find familiar, which you can cast as a ritual. You need to use your familiar to ask for troops and resources to the realm or organization you serve.


You can recruit creatures to fight under your banner for you. You must send a message through your familiar to the realm or organization you represent, and when you finish a long rest, you will be sent troops to aid you. A recruit is friendly towards you and your friends and completely loyal to you, following your orders to the best of its abilities. Your recruits will act on your initiative count, but act on their own.

You can have a total CR of recruits equal to half your level in this class (rounded up). Creatures with a CR lower than 1 still count as having a CR of 1, for the purposes of the maximum amount of recruits you can have. The highest CR possible for your recruits is shown on the CR Limit column on your Banner Commander table. For example, a 8th-level banner commander can have a total of two CR 2 recruits or four CR 1 recruits.

You can only choose humanoids without spellcasting or without creature subtype as recruits, gaining more options depending on your chosen banner.


You can ask for material resources to the realm or organization you serve. When you send your familiar to ask for troops, you can also ask for any mundane supply that amount a total equal to 5 gp x your proficiency bonus x your level in this class.

Direct Troops[edit]

Starting at 1st level, you can use your action to give commands to your troops. Choose one of the following commands:


Whenever you take an action, you can choose to instead direct one recruit or ally to take that action instead, using its reaction. You can choose between the following actions: Dodge, Disengage and Dash.


You can use your action to command an ally or recruit to attack as a reaction. On a hit, the attack deal additional damage equal to your Charisma modifier. If the creature reduce the target to 0 hit points with that attack, it gains a number of temporary hit points equal to your Charisma modifier + your level of Banner Commander.

Keep Fighting

You can use your action to give a number of temporary hit points to a recruit equal to your level in this class.

Inspiring Presence[edit]

At 2nd level, your sight in the battlefield is enough to instill courage and inspire your companions to push to their limits. All allied creatures that can see you within 10 feet (including you) are immune to the frightened condition.


Starting at 3rd level, you chose a banner to serve under it. Choose between the banner of the - detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 6th, 14th, 17th levels and 20th levels.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Direct Troops[edit]

Starting at 5th level, as a bonus action, you can choose one of your recruits or allies to direct in battled. When doing so, choose a friendly creature within 30 feet. The next attack that creature makes is made at advantage, and add your proficiency bonus to the damage on a hit.

Tactical Striking[edit]

When you reach the 5th level, whenever an allied creature you can see within 60 feet hit an enemy with an attack, you can use your reaction to make one attack against it, if you are within range. The attack is made at advantage;

Encourage Troops[edit]

Starting at 7th level, you can choose to, sacrifice 2 CR in soldiers to be sent, at the end of a long rest, one of the following resources:

Indomitable Resolve[edit]

At 10th level, you become immune to the frightened and charmed condition. In addition, all allied creatures within 30 feet have advantage to saving throw against these effects.


Banner Troops

Starting at 3rd level, you can recruit any humanoids with the spellcasting trait. In addition, you gain the following extra creatures:

3rd. Horse (any)

5th. hippogriff, giant eagle

7th. griffon, pegasus, silver dragon wyrmling, centaur

9th. gold dragon wyrmling

11th. couatl

13th. unicorn

17th. young brass dragon

Knightly Appointment

Starting at 6th level, you can choose one of your recruits to be appointed knight. The recruit must be any humanoid, without spell-casting of CR 1 or lower. This recruit must also be survived at least three encounters under your command. The recruit gain the following benefits:

  • While you are within 60 feet, it becomes immune to the charmed and frightened effects.
  • You add your Charisma modifier to all his saving throws and ability checks.
  • You add your Charisma modifier as a bonus to his AC.
  • It gains a number of temporary hit points equal to twice your level.
  • Whenever this knight is mounted, it gains advantage on its attack rolls.
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At 20th level, you can choose to recruit one young bronze dragon. When you do so, you can't recruit any other creature while this dragon is under your service.


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Starting at 3rd level, you can recruit animals and humanoids with the (elf) subtype. In addition, you gain the following extra creatures:

3rd. satyr, sprite, blink dog

5th. dryad, Mephit (any)

7th. awakened tree, druid

9th. winter wolf, green hag

11th. wereboar, weretiger

13th. Elemental (any)

17th. invisible stalker

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At 20th level, you can choose to recruit one treant. When you do so, you can't recruit any other creature while this treant is under your service. This treant doesn't have access to multiattack or to the animate trees trait.


Starting at 3rd level, you can recruit humanoids with the (goblinoid), (gnoll), (kobold) or (orc) subtype. In addition, you gain the following extra creatures:

3rd. worg, wolf

5th. giant hyena, dire wolf

7th. ogre, white dragon wyrmling, wererat

9th. minotaur, manticore

11th. ettin, red dragon wyrmling

13th. hill giant, troll

17th. chimera, wyvern

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Starting at 3rd level, whenever you use your action to direct one of your recruits, the attack is made with such savagery that strike fear into their hearts. On a hit, the target must make a Wisdom saving throw, or is frightened until the end of the next turn.

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At 20th level, you can choose to recruit one frost giant. When you do so, you can't recruit any other creature while this giant is under your service.


Prerequisites. To qualify for multiclassing into the banner commander class, you must meet these prerequisites: 13 Charisma

Proficiencies. When you multiclass into the banner commander class, you gain the following proficiencies: Light armor, medium armor, shield, simple weapon, martial weapon, cartographer's tools

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