Banneret, Variant (5e Subclass)
From D&D Wiki
Bannerets (also called Purple Dragon Knights) are warriors who are knights sworn to a nation. Pledged to protect those of their state, they take the fight against its enemies beyond its borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to guide them in defeating evildoers.
A banneret inspires greatness in others by committing brave deeds in battle. The mere presence of a banneret in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight 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, the banneret's actions can awaken reserves of courage and conviction in allies that they never suspected they had.
- Command Dice
You have four command dice, which are d8s. A command die is expended when you use it. You regain all of your expended command dice when you finish a short or long rest. You gain another command die at 7th level and one more at 15th level. Your command dice become d10s at 10th level and d12s at 18th level.
- Rallying Cry
When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.
You can expend and roll a command die as a bonus action and choose up to three creatures within 60 feet of you that are allied with you. Each one gains temporary hit points equal to the result rolled, provided that the creature can see or hear you. You can also cause three such creatures to regain hit points equal to your fighter level whenever you use your Second Wind feature (no action required).
- 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.
You can expend and roll a command die as a bonus action when you make a Wisdom or Charisma check and add the number rolled to the total.
- Inspiring Surge
Starting at 10th level, you can expend and roll a command die as a reaction on another creature's turn when it makes an attack roll or hits with a weapon attack. That creature must be within 60 feet of you and must be allied with you. It can add the number rolled to the result of the attack roll or the damage dealt. If it adds it to the result of the attack roll, it must do so before it knows if it hits or misses.
Additionally, 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.
Beginning at 15th level, you can extend your command beyond normal limits. Whenever a creature within 60 feet of you that is allied with you makes an Intelligence, Wisdom, or Charisma saving throw, you can expend and roll a command die as a reaction and add the number rolled to the result of the saving throw.
Whenever you reroll a saving throw using your Indomitable feature, you can expend and roll a command die (no action required) and add the number rolled to the result of the rerolled saving throw.
- Relentless Command
Starting at 15th level, whenever you roll initiative and have no command dice remaining, you regain 1.
- Unyielding Leader
Starting at 18th level, whenever you expend and roll a command die, you regain a number of hit points equal to the number rolled. You can choose for the target of the ability to gain a number of temporary hit points in this way instead.