Flag bearer fighter archetype

The flag bearer represents the ideals of their comrades and lead the charge and encourage their comrades to keep fighting though chants and music.

Lead the charge

At level 3 you can add your charisma modifier to your initiative roles.

Martial music

At level 3 you gain proficiency in one musical instruments, traditionally Drum, Fife, Bugle, Trumpet or Bagpipes but any is allowed.

In addition, you learn 3 martial ssongs (listed below) and are able to use one song per round

You learn one additional song of your choice at 7th, 10th, and 15th and 18th level. Each time you learn new song, you can also replace one song you know with a different one.

When you play a song with your Martial music feature it starts on your turn and continues until you next turn, unless you lose concentration (such as concentrating on a spell). The DC when concentrating on a song is 16 minus your charisma modifier.

The Martial music DC is 8 + your proficiency bonus + your charisma modifier.

A target must be able to hear you to be effected by the music.

The stage of combat

You gain the benefit of a shield while playing your musical instrument, and can swap between a 1 weapon and 1 instrument as a free action.

Dedication to craft

Starting at level 7 you preform a Martial music song that takes a full action you can make 2 weapon attacks as a bonus action. You also gain proficiency in the performance skill. If you already have proficiency in this skill you may add your proficiency twice.

War Chant

Starting at level 10 when travelling if you play music you and anyone you are travelling with have advantage on constitution saves vs exhaustion. In additions when using any of your Martial music songs, any allies within 30 feet of you have advantage on saves vs being charmed, put to sleep or frightened.

Combat as art

When you make a weapon attack you can add your charisma modifier in addition to others for attack rolls and damage rolls.

Martial songs

Bellow are the songs which can be used for the Martial Music class feature:

March song

As a bonus action you can create a beat to improve the movement of your team. Until your next turn everyone within 30 feet from when you start playing gains 15 feet to their movement, if they are able to move.

Repossession

As a bonus action you create a sudden and unexpected tune. Any any with 60 feet can use their reaction to move up to half their movement.

Medley

As an action you can play an encouraging song, allowing someone within 30 to use their reaction to make 1 weapon attack.

Disruption

As an action you can play a distracting song at an enemy within 5 feet of you. While you are playing any attack roll made must be reduced by your charisma modifier. If a creature realis on blind sight they are also at disadvantage on attacks. If the creature is deafened they are immune to this medley.

Double time

You play a tune of such speed that it takes extra effort to strike those who are in time with it. As an action you can play a beat that any ally within 30 feet of you gains +1 to AC.

Vulgar chant

You play an annoying and vulgar song directed at one enemy keeping their footwork off. Selected an enemy with 30 feet, as an action they have half movement until your song ends.

Bellicoso

You play a booming warlike chant. As an action, when you play this song any ally who can hear you within 30 feet gains +1 to their attack and damage rolls.

Solo

You play a taunting melody that draws the attention of others. As a bonus action you play a song and any enemies with 30 feet must make a wisdom saving throw vs your DC. Any who fail are so annoyed by your music that any attack made at a different target other than you is reduced by your charisma modifier.