Battleflags, Banners and Guide-ons

"As the enemy Balatar charged, Simmons cast Firebolt at their flagbearer. The poor man was instantly incinerated, the banner skidding a full twelve feet through the mud. The enemy morale never recovered after that, and we made short work of them."   ~Master Lewis, of the Brass Tower

Mechanics & Inner Workings

The magic of these items is dependent on the morale of the men under them, and bind them to their commander. When men are united for one purpose, they power the magic of the flag that they march under. This magic is connected to the will of the commander, and requires all of these components to work properly: Morale of the men, will of the commander, and cohesion in the ranks.

Significance

Guide-ons and battle flags are essential to maintain morale in battle for units of men. Magical versions cast intricate spells over the whole unit.

Guide-ons and Banners

  Wondrous item, uncommon   A banner is a flag or piece of cloth that bears a symbol or logo, used for rallying soldiers and coordinating military maneuvers. It can be attached to or removed from a glaive, halberd, pike, quarterstaff, or spear as an action.   A banner is an object with AC 15 and 20 hit points. If it is reduced to 0 hit points, it is destroyed.   The following banners have additional properties.   Commander's Banner. While you are holding the banner, you gain the following benefits when you use your Legendary Action to command a horde:   When you command a horde to attack, it deals 1d8 additional damage with its weapon attack. When you command a horde to move, roll a d8. The horde gains a bonus to its Armor Class equal to the result until it stops moving.   When you rally a horde, the number of temporary hit points it gains increase by 1d8.     Conquerer's Banner. As a bonus action while you are holding the banner, you can exude the might of a conquerer in those around you. Until the start of your next turn, each creature of your choice within 30 feet of you deals additional damage equal to your Charisma modifier when it hits with a weapon attack, and each hostile creatures within the area has disadvantage on saving throws against being frightened.   Demonic Banner (requires attunement by a creature of evil alignment). As a bonus action while you are holding the banner, you can grant the boon of a demon lord upon each creature of your choice within 30 feet of you, which lasts until the start of your next turn. See the Demonic Boon table for the variants of this banner, and the effects of the boons.   Demonic Boons  
Demonic Allegiance Boons
Demogorgon Two Minds of Madness. A creature under the effect of this boon has advantage on all Intelligence, Wisdom, and Charisma saving throws.
Fraz-Urb'luu Liar's Eye. A creature under the effect of this boon has advantage on Wisdom (Insight or Perception) checks. As a bonus action, it automatically detects the location of all illusions and hidden creatures within 15 feet of it.
Juiblex Fluid Movement. As an action, a creature under the effect of this boon can move up to 20 feet through spaces no more than an inch in diameter. It must end this movement in a space that can accommodate its full size. Otherwise, it takes 5 force damage and returns to the space where it began this movement.
Orcus Undying Soul. If a creature under the effect of this boon is reduced to 0 hit points, it immediately makes a DC 10 Constitution saving throw. If it succeeds, it is instead reduced to 1 hit point. Once it has done so, it can't use this ability again until it finishes a short or long rest.
Zuggtmoy Spore Kissed. A creature under the effect of this boon is immune to poison, as well as to the charmed and frightened conditions. In addition, if it is reduced to 0 hit points, each creature within 10 feet of it takes 1d6 poison damage.
Gra'azt Joy from Pain. Whenever a creature under the effect of this boon suffers a critical hit, it can make one melee weapon attack as a reaction.
    Bliyet's Banner (requires attunement by a Greenskin). As a bonus action while you are holding the banner, you can call allies to surge forward. Each creature of your choice within 30 feet of you can use its reaction to move up to its speed toward a hostile creature that you can see, and deals 1d8 additional damage when it hits with a weapon attack until the start of your next turn.   Rallying Banner. As a bonus action while you are holding the banner, you can call for your allies to rally around you. Each creature of your choice within 30 feet of you can immediately use its reaction to move up to half of its speed toward you without provoking opportunity attacks.   Righteous Banner (requires attunement by a cleric or paladin). As a bonus action while you are holding the banner, you can instill weakness in unholy creatures around you. Until the start of your next turn, each fiend or undead creature within 30 feet of you has disadvantage on ability checks and saving throws.   Spellguard Banner (requires attunement by a bard, sorcerer, warlock, or wizard). As a bonus action while you are holding the banner, you can create a magical barrier which repels arcane energy. Until the start of your next turn, each creature of your choice within 30 feet of you has advantage on saving throws against spells or other magical effects, and has resistance to damage from spells.   Stalwart Banner. As a bonus action while you are holding the banner, you can inspire resolution in those around you. Each creature of your choice within 30 feet of you gains temporary hit points equal to your Charisma modifier and has advantage on saving throws against being charmed or frightened made before the start of your next turn.   Storm King's Banner. When a creature within 30 feet of you takes lightning damage, the electricity is instead directed toward this magical banner. The creature takes no damage, and the banner instead takes the lightning damage. As a bonus action while you are holding the banner, you can plant the banner in the ground. While the banner is planted in dirt or earth, it is immune to lightning damage. You can remove the banner from the ground as a bonus action on your subsequent turns.   Warding Banner. As a bonus action while you are holding the banner, you can rally your allies to defend. Until the start of your next turn, each creature of your choice within 30 feet of you gains half cover against effects that originate from beyond 30 feet of you.   Weathering Banner. While you are holding the banner, creatures of your choice within 30 feet from you do not suffer the effects of extreme weather, and ignore nonmagical difficult terrain.   White Flag. An almost universally recognized sign of peace, creatures that walk under this pure white banner are granted protection from harm. As a bonus action while you are holding the banner, you can grant protection to each creature within 30 feet of you. Each creature comes under the effect of the sanctuary spell (save DC 15), which lasts until the banner is lowered (the spell can end early as normal). If a creature ends the spell on itself by making an attack, casting a spell that affects an enemy, or dealing damage to another creature, the spell ends for each affected creature, and can't be used again until the next dawn.
Item type
Miscellaneous
Raw materials & Components
Typically wool, cloth, or silk. Magic versions likely have magical or expensive dyes or to be made with exotic materials.

War Banner

  wondrous item, rare   Noble Banner. Banners in this category allow one free success of a morale check. (Adds 50 Points)   Spangled Banner. Banners in this category inflict double casualties on enemy units that outnumber it. (Adds 30 Points)   Dragon Banner. Banners in this category inflict double casualties against enemy units smaller than itself. (Adds 100 Points)   Blood-Soaked Banner. Banners in this category give the enemy unit attacked by this one disadvantage on morale checks. (Adds 100 Points)   Authoratative Banner. Banners in this category gives the unit the ability to deal double damage to bandits, criminals, or rebels. (Adds 30 Points)   Rebel Banner. Banners in this category gives this unit the ability to deal double damage to militia units or civilian mobs. (Adds 15 Points)   Abjurant Flag. Banners in this category cause Enemy Battle Magic to have disadvantage on power tests against this unit. (Adds 50 Points)   The Black Flag. Banners in this category imply that quarter will neither be asked or given. All damage to both this units and the enemy unit are doubled. (Adds 40 Points)   Devious Banner. Banners in this category give the unit the ability to inflict double damage to a unit that it has ambushed. (Adds 65 Points)

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