D&D 5E Making a useful Banneret (Purple Dragon Knight)

brehobit

Explorer
Hi folks,
The Banneret archetype has long been regarded as one of the weakest Fighter archetypes. I've written up a significantly upgraded version and I'd appreciate feedback about power level and theme. I think it's on par with the more powerful fighter archetypes (which are, IMO, Battlemaster, Rune Knight and Echo Knight). I've moved a lot of powers to lower levels, usually limiting them a bit and added new powers at higher levels.

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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.

Envoy​

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

When you choose this archetype at 3rd 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.

Rallying Cry

Also 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, provided that the creature can see or hear you and not incapacitated.

Inspiring Surge​

Finally, at 3rd 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.

Royal Envoy​

Knights of high standing are expected to conduct themselves with grace.
At 7th level, your proficiency bonus is doubled for any ability check you make that uses Persuasion.

Exemplar​

Additionally, starting at 7th level, once on each of your turns, you lead by example. After you take an Action, may use a bonus action to inspire others to follow in your footsteps, sometimes literally.

  • Immediately after you use the Attack action to attack, you can enable one creature within 20 feet of you to use its reaction to make one weapon attack against the same opponent.
  • Immediately after you take the Dash action, you can enable one creature within 20 feet of you to use its reaction to move up to its speed. Each step the creature makes must take it closer to your space.
  • Immediately after you take the Dodge action, you can enable one creature adjacent to you to use its reaction to gain the benefits of the Dodge action.
You may inspire your allies like this a number of times equal to your proficiency bonus. You recover all uses when you finish a long rest.

Bulwark​

Beginning at 10th 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.

Inspired Leadership​

Also at 10th level, your competence and confidence further inspires others.

  • When using Rallying Cry, the number of hit points recovered by your allies is increased by your proficiency bonus.
  • When using Inspiring Surge, the damage dealt by your ally is increased by your proficiency bonus.

Perfect Example​

Beginning when you reach 15th level, you regain all of your expended uses of Exemplar when you finish a short or long rest.

Master of the Battlefield​

Starting at 18th level, your ability to lead large groups becomes a force on the battlefield.

  • When using Rallying Cry you can choose to affect all allies within 60 feet of you.
  • When using Inspiring Surge you can choose to affect all allies within 60 feet of you.
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Again, any feedback is welcome.
 

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Tony Vargas

Legend
That is an upgrade, certainly.
If I read it correctly, Rallying Cry still can't bring a fallen ally back into the fight. Since D&D has never applied morale effects to PCs and hp damage doesn't have any sort of penalties, the only way it models an ally that needs to be rallied, is 0 hp. And, in 5e, proactive healing is pretty weak, so bringing a fallen ally back into the fight is the most significant use of healing.

Seems like a party with a Banneret is going to "need a Cleric" (or other caster with healing word &c) just as much as one with a Champion.
 

brehobit

Explorer
Agreed about the healing. In 5e proactive healing is fairly weak, but it comes as a bonus action it's not horrible. At level 3 second wind gives d10+3 to the fighter and 3 to 3 other people. An average of 17.5 points healed when your average hit points per member is around 20 isn't bad as a bonus action.

But you don't need a cleric, a lot of other classes can heal (druid, paladin, ranger, some sorcerers and monks among others)

Thanks for the feedback!
 

brehobit

Explorer
I was going back over this for a game I'll be running in a couple of months. This still feels a bit on the weak side compared to the best of the fighter subclasses. Does that seem right? Anyone foresee any issues with allowing it?
 

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