Fighter Archetype: Banneret

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Martial Archetypes

Different fighters choose different approaches of perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.

Banneret

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.

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 gains temporary hit points equal to your fighter level, provided that the creature can see or hear you.

"Alexeara Cansellarion, Paladin of Iomedae" by Paizo™

Banner

Also starting at 3rd level, you gain a banner to bolster your allies' resolve. Banners can be worn as capes or other piece of equipment, embellished unto a shield, or attached as a part of your weapon like lances or spears. On your turn, you can use an action to raise the banner. Only one of your banners can be active at a time, and they last for 1 minute.

You can use this feature a number of times equal to your Charisma modifier before a Long Rest.

Banner of Command. Any allied creatures that can see your banner within 60 feet gain +2 to initiative and gain advantage on saving throws against being frightened.

Banner of Conquest. Any allied creatures that can see your banner within 30 feet are able to move without provoking attacks of opportunity.

Banner of Crusade. Any allied creatures that can see your banner within 60 feet gain a +2 bonus to all damage rolls with weapons.

Banner of Inspiration. Any allied creatures that can see your banner within 30 feet gain Advantage on Skill Checks in which they’re proficient.

Banner of Sanctuary. Any allied creatures that can see your banner within 20 feet gain resistance to damage from spells.

Banner of Unity. Any allied creatures that can see your banner within 10 feet gain a +1 bonus AC.

Banner of Zeal. The first time each turn that you hit a creature with a weapon attack, it takes extra damage equal to half your Fighter level (rounded down) from the weapon.

Royal Envoy

Knights of high standing are expected to conduct themselves with grace.

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 15th level, you can choose two allies within 60 feet of you, rather than one.

Bulwark

Beginning at 18th 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 must use the new roll.

Banneret
 

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