Martial Archetype
Bannerlord
Bannermen are the noble, powerful leaders of the battlefield. Also called bannerets, chevaliers, and men-at-arms, these soldiers direct the flow of battle and bolster their allies with their very presence. Leaders by example, they are some of the first to enter the field and one of the last to leave it.
Fanfare
When you take this archetype at 3rd level, you gain proficiency in one of the following instruments: bagpipes, drum, flute, or horn. When you roll initiative, you and each ally that can see or hear you within 60 feet adds your Charisma modifier (a minimum of 1) to its initiative roll.
Raise the Colors
At 3rd level, your allies rally to you. You can use a bonus action to raise a banner, flag, pennant, or other eyecatch which you hold in one or both hands to bolster yourself and your allies. When you do so, choose one of the benefits below.
You and each friendly creature within 15 feet of you gains that benefit for 1 minute, until you drop or sheathe the eyecatch, you use this feature again, or you are incapacitated. You can only provide one benefit from Raise the Colors at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once), and regain all expended uses at the end of a long rest.
But it is not this day. Each affected creature gains temporary hit points equal to your fighter level + your Charisma modifier.
Draw swords together. When an affected creature is attacked and another affected creature is within 5 feet of it, the latter can use its reaction to become the target of the attack instead.
Do not go gentle. Each affected creature adds your Charisma modifier (a minimum of 1) to death saving throws.
Fear not, for I am with you. Each affected creature has advantage on saving throws against fear.
Hold the line. Each affected creature can add your Charisma modifier (a minimum of 1) to its Strength checks.
Into the mouth of Hell. Each affected creature's speed increases by 10 feet.
Those are brave men, let's go kill them. When an affected creature rolls a 1 on a damage die for an attack with a weapon, it can reroll the die and must use the new roll.
While you have an eyecatch raised, you can restore an ally's fighting spirit by expending one hit die as a bonus action. A friendly creature of your choice within 30 feet of that you can see you regains the hit points from that hit die, instead of you.
Highborn Horseman
At 7th level, your nobleman's training comes to the forefront. You gain proficiency in two of the following skills: Animal Handling, History, Insight, Performance, or Persuasion.
You also have advantage on saving throws against being knocked off a mount. If you fall off a mount and fall no more than 10 feet, you are not knocked prone so long as you are not incapacitated. Mounting and dismounting a creature costs you 5 feet of movement, and you can choose to have attacks against your mount target you instead. Finally, when you are mounted, the range of Raise the Colors' effects increases to 60 feet.
Lead the Charge
Starting at 10th level, you can trigger a rush while Raise the Colors is active, whether you are mounted or not. When you move at least 15 feet in a straight line on your turn, each creature benefiting from Raise the Colors can use its reaction to move up to its speed in the same direction as you.
The first time your or a charging enemy come within 5 feet of a hostile creature during this charge, you or that ally can force that creature to make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failed save, the target falls prone, unless it is two or more sizes larger than a charging creature.
You can use Lead the Charge once per short rest.
Unquenchable Morale
Beginning at 15th level, when you roll initiative and have no uses of Raise the Colors remaining, you gain one use. You can also choose two benefits of Raise the Colors, instead of one.
Lead from the Front
Starting at 18th level, when you persevere and access the well of strength hidden deep within, so can your allies. Whenever you use your Action Surge or Second Wind, one ally of your choice within 60 feet that can see or hear you can take an additional action.
Horseman, Damian Audino
This content is no longer up-to-date. It exists as part of a larger document, The Warrior's Codex, which can be found here