Banneret

Fighter: Fighter Subclass
Source: FRHoF

Class and Feature Progression

LevelPBFeatures
1st+2
2nd+2
3rd+2Banneret
4th+2
5th+3
6th+3
7th+3Team Tactics
8th+3
9th+4
10th+4Rallying Surge
11th+4
12th+4
13th+5
14th+5
15th+5Shared Resilience
16th+5
17th+6
18th+6Inspiring Commander
19th+6
20th+6

Class Features

Banneret (Level 3)

Rally Fellow Heroes with Inspiring Leadership

Bannerets are paragons of valor and leadership who protect the innocent and rally fellow adventurers to the causes of justice and freedom. Many are knights serving in Cormyr, the Silver Marches, Damara, Chessenta, or other lands across Faerûn. They wander the realms as knights errant, taking the fight against evil beyond their kingdom’s borders.

A Banneret relies on judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers. A lone Banneret is a skilled warrior, but when leading a band of allies one of these warriors can transform even a poorly equipped militia into a ferocious war band.

Knightly Envoy (Level 3)

You know how to conduct yourself with grace as a noble ambassador. You gain the following benefits.

Comprehension

You can cast the Comprehend Languages spell but only as a Ritual. Charisma is your spellcasting ability for it.

Polyglot

You learn one language from the language tables in the Player’s Handbook or chapter 2 of this book. When you finish a Long Rest, you can replace a language learned from this benefit with another language you have heard, seen signed, or read in the past 24 hours.

Well Spoken

You gain proficiency in one of the following skills of your choice: Insight, Intimidation, Persuasion, or Performance.

Group Recovery (Level 3)

When you use your Second Wind to regain Hit Points, you can choose a number of allies within a 30-foot Emanation originating from yourself, up to a number of allies equal to your Charisma modifier (minimum of one). Each of those allies regains Hit Points equal to 1d4 plus your Fighter level. Once you use this ability, you can’t use it again until you finish a Short or Long Rest.

Team Tactics (Level 7)

When you use Group Recovery, each chosen ally has Advantage on D20 Tests until the start of your next turn.

Rallying Surge (Level 10)

When you use your Action Surge, you can choose allies within a 30-foot Emanation originating from yourself, up to a number of allies equal to your Charisma modifier (minimum of one). Each of those allies can immediately take a Reaction to use one of the following options.

Attack

The ally makes one attack with a weapon or an Unarmed Strike.

Move

The ally moves up to half its Speed without provoking an Opportunity Attack.

Shared Resilience (Level 15)

When an ally you can see within 60 feet of yourself fails a saving throw, you can take a Reaction to expend a use of your Indomitable feature. The ally can immediately reroll the saving throw with a bonus equal to your Fighter level; the ally must use the new roll.

Inspiring Commander (Level 18)

You gain the following benefits.

Bolstered Rally

The area of effect for both Group Recovery and Rallying Surge is now a 60-foot Emanation.

Unshakable Bravery

You have Immunity to the Charmed and Frightened conditions.