Banneret / P.D. Knight (Revision) V-1.0

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.

Support Superiority

Starting at 3rd level, you learn maneuvers that are that are fueled by special dice called superiority dice.

Maneuvers. You learn 2 maneuvers from a from limited selection of the base maneuvers that are fit for Banneret.

Limited Pool Comander's Strike, Disarming Attack, Goading Strike, Feinting Attack, Distracting Attack, and Rally.

Superiority Dice You have two superiority dice which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

Starting at 7th level, you gain another superiority dice.

Royal Envoy

Starting 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.

Your proficiency bonus is doubled for any ability check you make that uses Persuasion.

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 regain additional hit points equal to your Charisma modifier. Allied creatures (up to your Charisma modifier) within 60 feet of you regain hit points equal to your fighter level + your Charisma modifier.

Resolute Commander

At 7th level you are a steadfast rock in the face of danger. While you are not incapacitated you and allied creatures (up to your Charisma modifier) who can see you within 30ft has advantage against being frightened. If you become frightened, you can use an action on your turn to end the effect immediately.

Inspiring Surge

Starting at 10th level, when you use your Action Surge feature, you can choose two allied creatures within 60 feet of you that can see or hear you. Each of those allies can use their reaction to move up to their move speed and make a ranged or melee weapon attack.

Bulwark

Starting at 15th level when friendly creatures within 30ft of you are subject to a saving throw, you can use your reaction to grant them advantage on the saving throw . If a creature would take damage from the effect, they only take half damage on a failed save, or no damage if they succeed on the saving throw. Once you use this feature you cannot use it again until you finish a long rest.

Marshall

Starting at 18th level you are a leader from the front lines, inspiring your allies to continue the fight. You can use a bonus action on your turn to grant a creature temporary hitpoints equal to 5 + your charisma modifier and advantage on their next attack roll. They must be within 60ft and able to see or hear you to gain the effect.

You can use this feature a number of times equal to your charisma modifier (minimum 1), and regain all expended uses when you finish a short or long rest.

Credits

Revised by Brandon Guzman with help from my friends Cody and Jimmy. My goal was to buff base banneret and add Battle Master mechanics to prevent the sub-class from being boring. I modified GM Binder Banneret Revised's revision to make it more balanced and make it more of my own. Art Source.