Banneret, Revised (5e Subclass)

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Banneret, Revised[edit]

Fighter Subclass

A banneret is a knight who inspires greatness in others by committing brave deeds in battle. The mere presence of one in a hamlet is enough to cause some orcs 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. Banneret serves as the generic name for the Purple Dragon Knight archetype if you use it in campaign settings other than the Forgotten Realms or to model warlords other than Purple Dragon Knights.

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 regain additional hit points equal to your Charisma modifier. On your turn, you can use a bonus action and cause all allied creatures within within 30 feet of you to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Tactician

Starting at 3rd level, you fully utilize your tactical mind to command your allies on the battlefield. You can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, provided the target can see or hear you.

Royal Envoy

Knights of high standing are expected to conduct themselves with grace. At 7th level, you gain one additional language and gain proficiency in the Persuasion skill. Your proficiency bonus is doubled for any ability check you make that uses Persuasion. If you are already proficient in Persuasion, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.

Inspiring Surge

Starting at 10th level, when you use your Action Surge feature, you can choose up to two allied creatures within 30 feet of you that can see or hear you. Each of those allies can use their reaction to move up to their move speed and take the Attack action.

Bulwark

Starting at 15th level, you gain an extra use of the Indomitable feature. When allied creatures within 30 feet of you are subject to a saving throw, you can use your reaction to expend one use of Indomitable to grant up to three allies advantage on the saving throw. If a creature would take damage from the effect, they only take half damage on a failed save, or no damage if they succeed on the saving throw. Once you use this feature you cannot use it again until you finish a long rest.

Exalted Presence

Starting at 18th level, your presence inspires your allies to withstand any defeat. When an allied creature within 30 feet is reduced to 0 hit points, but not killed outright, it is reduced to 1 hit point instead. A creature must complete a long rest before it can benefit from this feature again.

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