Banner Commander (5e Class)

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[edit]

<!-Introduction Leader->[edit]

Creating a Banner Commander[edit]


Quick Build

You can make a <!-class name-> quickly by following these suggestions. First, <!-Charisma-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Banner Commander you gain the following class features.

Hit Points

Hit Dice: 1d8 per Banner Commander level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Banner Commander level after 1st

Proficiencies

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Banner Commander

Level Proficiency
Bonus
Features CR Limit
1st +2 <!-Class Feature1-> 1/8
2nd +2 <!-Class Feature2-> 1/4
3rd +2 <!-Class Feature3-> 1/2
4th +2 Ability Score Improvement 1/2
5th +3 1
6th +3 1
7th +3 2
8th +3 Ability Score Improvement 2
9th +4 3
10th +4 3
11th +4 4
12th +4 Ability Score Improvement 4
13th +5 5
14th +5 5
15th +5 5
16th +5 Ability Score Improvement 5
17th +6 6
18th +6 6
19th +6 Ability Score Improvement 6
20th +6 6

Patronage[edit]

Starting at 1st level, you serve as a officer on a organization or realm, which lends you resources to carry out your missions. You gain the following benefits:

Messenger

You learn the spell find familiar, which you can cast as a ritual. You need to use your familiar to ask for troops and resources to the realm or organization you serve.

Recruitment

You can recruit creatures to fight under your banner for you. You must send a message through your familiar to the realm or organization you represent, and when you finish a long rest, you will be sent troops to aid you. A recruit is friendly towards you and your friends and completely loyal to you, following your orders to the best of its abilities. Your recruits will act on your initiative count, but act on their own.

You can have a total CR of recruits equal to half your level in this class (rounded up). Creatures with a CR lower than 1 still count as having a CR of 1, for the purposes of the maximum amount of recruits you can have. The highest CR possible for your recruits is shown on the CR Limit column on your Banner Commander table. For example, a 8th-level banner commander can have a total of two CR 2 recruits or four CR 1 recruits.

You can only choose humanoids without spellcasting or without creature subtype as recruits, gaining more options depending on your chosen banner.

Resources

You can ask for material resources to the realm or organization you serve. When you send your familiar to ask for troops, you can also ask for any mundane supply that amount a total equal to 5 gp x your proficiency bonus x your level in this class.

Direct Troops[edit]

Starting at 1st level, whenever you take an action, you can choose to instead direct one recruit or ally to take that action instead, using its reaction. You can choose between the following actions: Attack, Dodge, Disengage, Dash or Help actions.

When you command a recruit to attack, he uses your proficiency bonus, instead of its own, and add your Charisma modifier to the successful attack.

Inspiring Presence[edit]

At 2nd level, your sight in the battlefield is enough to instill courage and inspire your companions to push to their limits. All allied creatures that can see you within 10 feet are immune to the frightened condition.

[edit]

Starting at 3rd level, you chose a banner to serve under it. Choose between the banner of the - detailed at the end of the class description. Your choice grants you features at 2nd level, and again at 6th, 14th, 17th levels and 20th levels.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Direct Troops[edit]

Starting at 5th level, as a bonus action, you can choose one of your recruits or allies to direct in battled. When doing so, choose a friendly creature within 30 feet. The next attack that creature makes is made at advantage, and add your proficiency bonus to the damage on a hit.

Tactical Striking[edit]

When you reach the 5th level, whenever an allied creature you can see within 60 feet hit an enemy with an attack, you can use your reaction to make one attack against it, if you are within range. The attack is made at advantage;

Encourage Troops[edit]

Starting at 7th level, you can choose to, sacrifice 2 CR in soldiers to be sent, at the end of a long rest, one of the following resources:

Indomitable Resolve[edit]

At 10th level, you become immune to the frightened and charmed condition. In addition, all allied creatures within 30 feet have advantage to saving throw against these effects.

[edit]

Banner Troops

Starting at 3rd level, you can recruit any humanoids with the spellcasting trait. In addition, you gain the following extra creatures:

3rd. Horse (any)

5th. Hippogrif, Giant Eagle

7th. Griffon, Pegasus, Silver Dragon Wyrmling, Centaur

9th. Gold Dragon Wyrmling

11th. Couatl

13th. Unicorn

17th. Young Brass Dragon

<!-Class Feature->

At 20th level, you can choose to recruit one young bronze dragon. When you do so, you can't recruit any other creature while this dragon is under your service.

[edit]

<!-For subclasses introduce this class option here->

Starting at 3rd level, you can recruit animals and humanoids with the (elf) subtype. In addition, you gain the following extra creatures:

3rd. Satyr, Sprite, Blink Dog
5th. Dryad, Mephit (any)
7th. Awakened Tree, Druid
9th. Winter Wolf, Green Hag
11th. Wereboar, Weretiger
13th. Elemental (any)
17th. Invisible Stalker


<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

At 20th level, you can choose to recruit one treant. When you do so, you can't recruit any other creature while this treant is under your service. This treant doesn't have access to multiattack or to the animate trees trait.

[edit]

Starting at 3rd level, you can recruit humanoids with the (goblinoid), (gnoll), (kobold) or (orc) subtype. In addition, you gain the following extra creatures:

3rd. Worg, Wolf
5th. Giant Hyena, Dire Wolf
7th. Ogre, White Dragon Wyrmling, Wererat
9th. Minotaur, Manticore
11th. Ettin, Red Dragon Wyrmling
13th. Hill Giant, Troll
17th. Chimera, Wyvern
<!-Class Feature->

Starting at 3rd level, whenever you use your action to direct one of your recruits, the attack is made with such savagery that strike fear into their hearts. On a hit, the target must make a Wisdom saving throw, or is frightened until the end of the next turn.

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

At 20th level, you can choose to recruit one frost giant. When you do so, you can't recruit any other creature while this giant is under your service.

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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