Sword Coast Adventurer's Guide
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.
Banneret serves as the generic name for the Purple Dragon Knight archetype if you use it in campaign settings other than the Forgotten Realms or to model warlords other than Purple Dragon Knights.
3rd-level Banneret Feature
When you choose this archetype 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.
7th-level Banneret Feature
Knights of high standing are expected to conduct themselves with grace.
At 7th 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. You receive this benefit regardless of the skill proficiency you gain from this feature.
10th-level Banneret Feature
Starting at 10th 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.
Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.
15th-level Banneret Feature
Beginning at 15th 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.
18th-level Banneret Feature
Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.
Kibbles' Compendium - Part 1: Civilization v1.1
Legends tell of Fighters that fight at the front of a legion, of the valor they display and the inspiration it gives their comrades. A Banneret before their army is a dauntless foe, and an army behind their Banneret is an unstoppable legion.
A Banneret is not inherently good or evil. An evil legion can be lead by a charismatic general just as effectively as the forces of good. As they tend to be those that inspire an organized force, more often than not they will be lawful, but what that personal code of laws entails can vary quite widely and is usually related to the code of their companions.
See the "Wise Pointer" variant for an alternate take on the Banneret - a seasoned Fighter that leverages their experience to guide their comrades to more effective heights... and still makes sure to lead by example, unwilling to let down his charges.
3rd-level Banneret Feature
At 3rd level, you gain proficiency in one of the following skills of your choice: Performance, Persuasion, or Intimidation.
3rd-level Banneret Feature
Starting at 3rd level, when you strike a target with a weapon attack, you can use your bonus action to rally your allies you to bring down the target. The next attack by another allied creature against the target deals additional damage equal to your Charisma modifier.
You can use this a number of times equal to your Charisma modifier, regaining all uses on a short or long rest.
Variant Feature: Wise Pointer
Though the Banneret is typically a charismatic inspiration to who carries forward their allies on the back of sheer Charisma and never-say-die attitude, a variant of this character is the seasoned veteran that offers pieces of Wisdom to similar effects.
If taking the Wise Pointer variant, replace the Charisma modifier with your Wisdom Modifier - and do this for all instances of the Charisma modifier as it appears in the class.
7th-level Banneret Feature
Starting at 7th level, when you use your Second Wind feature, you can choose a number of creatures up to your Charisma modifier within 30 feet of you. Each one regains 1d10 hit points, provided that the creature can see or hear you.
Additionally, if you are reduced to zero hit points but not killed outright, you can use your reaction to immediately use Second Wind, regaining that many hit points and staying conscious.
10th-level Banneret Feature
Starting at 10th level, when you use Action Surge you can choose a number of other creatures up to your Charisma modifier within 30 feet of you to gain Advantage on their next attack roll before the start of your next turn.
15th-level Banneret Feature
Starting at 15th level, when you and any allied creature within 30 feet must make a Saving Throw against the same effect, if you pass your Saving Throw, you can use your reaction to grant your allies Advantage on their Saving Throw against the same effect.
18th-level Banneret Feature
Starting at 18th level, your allies will never fall so long as their symbol of hope remains. When an ally is reduced to zero hit points withing 60 feet of you, they are instead reduced to 1 hit point so long as they can see or hear you.
Once an allied creature benefits from this effect, they cannot benefit from it again until they complete a long rest.
Invincible Legion's Death Ward?
If a creature would benefit from both this effect and the effect of a death ward, the creature can choose which effect to benefit from (allowing them to benefit from the other the next time they would be reduced to zero,)