Difference between revisions of "Banneret (5A)"

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=== <span style="background-color:yellow">Royal Might</span> ===
 
=== <span style="background-color:yellow">Royal Might</span> ===
Once per turn when you damage a creature with a melee weapon attack, you can make that creature take a Strength saving throw, DC 8 + your Strength bonus + your proficiency bonus. On a failure, you can push the creature 10 ft. away from you or make it fall prone.
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At 7th level, once per turn when you damage a creature with a melee weapon attack, you can make that creature take a Strength saving throw, DC 8 + your Strength bonus + your proficiency bonus. On a failure, you can push the creature 10 ft. away from you or make it fall prone.
  
 
=== Inspiring Surge ===
 
=== Inspiring Surge ===

Revision as of 22:37, 29 October 2021

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This is a Fighter subclass for 5A. This martial archetype is also known as the Banneret. 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.

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.

In Greyhawk this fits the royal guards of many countries in the chivalrous west such as Furyondy, Veluna, and Keoland.

Source: Sword Coast Adventurer's Guide

Subclass features

Social Graces

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.

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 regains hit points equal to your fighter level plus your Charisma bonus (minimum +1), provided that the creature can see or hear you. Additionally, you can make a weapon attack as a part of the bonus action to use healing surge.

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.

Royal Might

At 7th level, once per turn when you damage a creature with a melee weapon attack, you can make that creature take a Strength saving throw, DC 8 + your Strength bonus + your proficiency bonus. On a failure, you can push the creature 10 ft. away from you or make it fall prone.

Inspiring Surge

Starting at 7th 10th level, when you use your Action Surge or Second Wind feature, you can choose choose up to three creatures within 60 feet of you that are allied with you. Each of those creatures (if you used Second Wind these must be the same creatures that received healing) That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.

Starting at 18th level, the creatures you choose can take the attack action with its reaction rather than making one attack. you can choose two allies within 60 feet of you, rather than one.

Bulwark

Beginning at 15th 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 up to three allies 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 and gains a bonus on the roll equal to your Charisma bonus (minimum +0).

Editor's Notes

The banneret felt under-powered, so this is a boost.

  • Royal Envoy had its additional proficiency moved to a new level 3 ability to avoid characters going from no Persuade at all to expertise in persuade in one leap.
  • Rallying Cry got a small bonus to the hit points allies heal in order to give the class a Charisma incentive and to make the ability feel worthwhile at lower levels.
  • Royal Might is a new 7th level feature that allows you to knock enemies back or knock them prone. This gives the knight something that help himself rather than others.
  • Inspiring Surge got more targets, triggers on a healing surge, and the level 18 version now gives a full attack action—a worthy capstone.