Bannerman
A Warrior Archetype with a plantable standard that boosts nearby allies' initiative and saves against Frightened, command dice spent on allies' rolls, a rally and an aura.
Identity
The Bannerman is the Warrior who bears the unit's standard, the banner a line forms on. Bannermen train their voices as much as their arms. The office is older than any of the militaries that keep it. It survives because soldiers who can see their colors hold ground they would otherwise give up, and a unit that loses its standard often loses the position with it.
Features
- L3 The Standard
You have a standard: a banner, a set of unit colors, or a pole with something on it that people form up behind. As a bonus action, you can plant the standard in your space or an unoccupied space within 5 feet, or take it up again. While it is planted or in your hands, allies within 20 feet of it have advantage on saving throws against being Frightened and add your proficiency bonus to their initiative rolls. The standard has Armor Class 12 and 20 hit points, and it is immune to poison and psychic damage. If it is destroyed, you can make another over a long rest.
- L7 Command Dice
You have a number of command dice equal to your proficiency bonus. They are d8s, and you regain all expended dice when you finish a short rest. As a bonus action, you can spend one command die and name an ally within 30 feet who can hear you. Before the end of their next turn, they can add the die to one attack roll, ability check or saving throw of their choice. A creature can hold only one command die at a time.
- L11 Rally
Once per short rest, as an action, you call a rally. Each ally within 20 feet of your standard gains temporary hit points equal to your Warrior level plus your Charisma modifier, ends one Charmed, Frightened or Prone condition affecting them, and can immediately move up to half their speed without provoking opportunity attacks.
- L15 Hold the Colors
Your command dice become d10s. While your standard is planted, allies within 20 feet of it gain a bonus of 1 to Armor Class and to saving throws. The first time each of them would drop to 0 hit points within that radius, they drop to 1 hit point instead. A creature can benefit from that last effect once per long rest.
- L18 Advance Capstone
Once per long rest, as an action, you raise the standard and call the advance for 1 minute. For the duration, every ally within 30 feet of the standard has advantage on attack rolls and saving throws, cannot be Frightened, and adds your Charisma modifier to their weapon damage rolls. While the advance holds, a single bonus action lets you spend command dice on any number of allies within range instead of on one ally. When the minute ends, you gain one level of the Exhausted condition.