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Bannerlord

Fanfare

When you take this archetype at 3rd level, you gain proficiency in one of the following instruments: bagpipes, drum, flute, or horn. When you roll initiative, you and each ally that can see or hear you within 60 feet can add 1d6 + your Charisma modifier to their initiative roll.

Raise the Colors

At 3rd level, you can stand out from the battlefield. You can use a bonus action on your turn to raise a banner, flag, pennant, or other eyecatch to rally yourself and your allies, which you hold in one or both hands. You, and each friendly creature within 15 feet of you gains one of the following benefits, which you choose when you activate this feature:   But it is not this day. Each affected creature gains temporary hit points equal to 1d10 + your Charisma modifier. Draw swords together. Each affected creature can use its reaction to become the target of an attack against another creature within 5 feet of it.   Do not go gentle. Each affected creature can add your Charisma modifier (minimum 1) to its death saving throws.   Fear Not, I am Here. Each affected creature has advantage on saving throws against fear.   Hold the line. Each affected creature can add your Charisma modifier (minimum 1) to its Strength checks. Into the mouth of Hell. Each affected creature's movement speed increases by 10 feet.   Those are brave men, let's go kill them. Each affected creature adds your Charisma modifier (minimum 1) to its damage rolls.   While Raise the Colors is active, you can restore an ally's fighting spirit by expending one hit die as a bonus action. A friendly creature of your choice within reach of Raise the Colors gains the hit points from that hit die, instead of you. Raise the Colors lasts for 1 minute, until you drop or sheathe the item used to trigger it, or until you are incapacitated. You can use Raise the Colors a number of times equal to 1 + your Charisma modifier per long rest.

Highborn Horseman

At 7th level, your nobleman's training comes to the forefront. You gain proficiency in two of the following skills: Animal Handling, History, Insight, Performance, or Persuasion.   You also have advantage on saving throws against being knocked off a mount. If you fall off a mount and fall no more than 10 feet, you are not knocked prone so long as you are not incapacitated. Mounting and dismounting a creature costs you 5 feet of movement, and you can choose to have attacks against your mount target you instead. Finally, Raise the Colors benefits each friendly creature within 60 feet of you when you are mounted.  

Lead the Charge

Starting at 10th level, you can trigger a rush while Raise the Colors is active, whether you are mounted or not. When you move at least 15 feet in a straight line on your turn each creature affected by Raise the Colors can use its reaction to move up to its movement speed in the same direction as you.   The first enemy creature you or a charging ally comes within 5 feet of during a charge must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier). A creature falls prone on a failed save, unless it is two or more sizes larger than a charging creature.   You can use Lead the Charge once per short rest.

Unquenchable Morale

Beginning at 15th level, when you roll initiative and have no uses of Raise the Colors remaining, you gain one use. You can also use two effects whenever you use Raise the Colors, instead of one.

Lead from the Front

Starting at 18th level, when you persevere and access the well of strength hidden deep within, so can your allies. Whenever you use your action surge or second wind, one ally of your choice within 60 feet that can see or hear you can take an additional action.

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