Standard Bearer (5e Class)
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- 1 Standard Bearer
- 2 The Power of Hope
- 3 Creating a Standard Bearer
- 4 Class Features
- 4.1 Table: The Standard Bearer
- 4.2 Military Veteran
- 4.3 Inspiration
- 4.4 Cantrips
- 4.5 Spellcasting
- 4.6 Rally the Troops
- 4.7 Front-Line Fighting Style
- 4.8 Ability Score Increase
- 4.9 Warcry
- 4.10 Legendary Guidance
- 4.11 Improved Critical
- 4.12 Tactician
- 4.13 Extra Attack
- 4.14 Master Tactician
- 4.15 Thunderous Warcry
- 5 Standard Bearer Spell List
In the plains near a nearby encampment, a small group of brave adventurers craft their plan to invade this heavily-defended outpost. Outnumbered and without much information, the party looks to the Standard bearer to calm their nerves and lead them into battle.
A human of imposing stature and brawn stands before the others, his skin laden with scars. Each one of them is a story from past battles. He stares into the eyes of his companions and makes a speech, imbuing each of them with an iron will. His experience and telling of the legendary warriors with whom he has fought is an inspiration to those with whom he is about to risk his own life. Throwing caution to the wind, the group charges, swords drawn toward the front gates of the camp. The Standard Bearer beating a thunderous drum as their stride quickens. He throws the drum over his shoulder and draws his sword, letting out a terrifying war cry. Offering hope to his allies, the Standard Bearer chooses to inspire from the front lines instead of from behind.
As the battle comes to an end, the party hears a horn bellow through the air as victory has been achieved. Back in the city, as the travelers find respite, the Standard Bearer tells tales of their great battles. He initiates anthems of victory and offers arias of lament.
The Power of Hope
Having seen many battles, the Standard Bearer knows how to use his words to both lift and break the souls of combatants. The Standard Bearer is a master of inspirational speeches, military leadership, and storytelling through tale and song. They are the vessel through whom great battles and legendary warriors are turned to lore.
The Standard Bearer has participated in the direction of large battles and has a wealth of experience directing soldiers in war through the use of standards, drums, horns, and vocal commands. They are perpetually optimistic, sometimes to a fault, and spread confidence in others. Believing that the strength comes from within instead of from arcane knowledge, the Standard Bearer motivates others to muster the strength of their own spirit to fight through bleak times. Unbeknownst to the Standard Bearer, the fallen spirits themselves may actually behind the seemingly-supernatural inspiration instilled in others. The heroes whom the Standard Bearer had cast into history through song and tale now aid in combat through their legendary courage.
It is almost guaranteed that the Standard Bearer has a heavy background in some large military either national, insurgent, or barbarian. The Standard Bearer has experience both in close combat and in military communication, relaying the orders of the generals. They may or may not have been involved with military strategy or the politics behind the war itself. At some point, the Standard Bearer had to leave the military whether through honorable, dishonorable, or tragic circumstances. The Standard Bearer may also still be involved with the military and is currently on a leave of absence.
Creating a Standard Bearer
Why were you a part of the military? Why did you leave? Who were your inspiration to cause you to travel and tell the tales of the battles you've seen?
- Quick Build
Quick Build You can make a Standard Bearer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by strength and constitution. Second, choose the military background. Third, choose martial melee weapons and go bash some heads in.
As a Standard Bearer you gain the following class features.
- Hit Points
Weapons: Simple weapons, melee martial weapons
Tools: war drum, horn
Saving Throws: Strength and Charisma
Skills: Choose two from: History, Religion, Survival, Intimidation, Performance, and Persuasion
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A melee martial weapon and shield or (b) A two-handed melee weapon
- A Simple Ranged Weapon
- (a) Hide Armor or (b) Chain Shirt or (c) Scale Mail
- A small war drum and a horn
- A Traveler's Kit
|Features||Cantrips known||Spells Known||—Spell Slots per Spell Level—|
|1st||+2||Spellcasting, Inspiration (d6)||1||3||2||—||—||—||—||—||—||—||—|
|2nd||+2||Rally the Troops||1||4||3||—||—||—||—||—||—||—||—|
|3rd||+2||Front-Line Battle Style||2||4||4||2||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement||2||5||4||3||—||—||—||—||—||—||—|
|8th||+3||Ability Score Improvement||2||8||4||3||3||2||—||—||—||—||—|
|9th||+4||Tactician, Improved Critical||2||9||4||3||3||3||1||—||—||—||—|
|12th||+4||Ability Score Improvement||2||12||4||3||3||3||2||1||—||—||—|
|16th||+5||Ability Score Improvement||2||16||4||3||3||3||2||1||1||1||—|
|17th||+6||Extra Fighting Style||2||17||4||3||3||3||2||1||1||1||1|
|19th||+6||Ability Score Improvement||2||17||4||3||3||3||3||2||1||1||1|
The Standard Bearer's career began with his service to the military. They proved their prowess on the battlefield and ended up as part of the general(s)' logistics to direct the battalions. A Standard Bearer will have some low-level to high-level officer rank which will be respected among active military and veterans. Because of their knowledge of military operations, Standard Bearers gain +2 on persuasion on military personnel and +2 to intelligence or wisdom checks if they relate to history, warrior lore, insignia, or military operations.
Starting at Level 1, your encouraging words echo deep within the spirit of those around you. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minim um of once). You regain any expended uses when you finish a long rest. Your Inspiration die changes when you reach certain Levels in this class. The die becomes a d8 at 5th Level, a d10 at 10th Level, and a dl2 at 15th Level.
At 1st level, you know one cantrip of your choice from the Standard Bearer Spell List. You learn an additional cantrip at level 3, which encompasses the only 2 cantrips a Standard Bearer can learn.
A Standard Bearer's spells are not perceived as rooted in magic, but in the Standard Bearer's ability to inspire and muster strength from the souls of those around them. At times these feats seem almost supernatural, though, with the ability to inspire allies to heal themselves and make themselves stronger. In time, you find that this power may stem from deity or legendary fallen warrior come to help the Standard Bearer and his companions along their journey. See Standard Bearer Spell Level chart for more details.
- Spell Slots
The Standard Bearer Table shows how many spell slots you have to cast your spells at each level. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
When you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the Standard Bearer spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability
Charisma is your spellcasting ability for your Standard Bearer spells, since the power of your magic relies on your ability to inspire others. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a battlemage spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
- Spellcasting Focus
You can use a melee martial weapon or an object from one of your allies who has fallen in battle as a spellcasting focus for your Standard Bearer spells.
Rally the Troops
Before battle, you stand before your allies to prepare them for the tough moments ahead making sure any uncertainty is instead replaced with courage. Beginning at Level 2, while not in combat and out of audible range of any would-be enemies during the upcoming battle, spend 5 minutes delivering a speech for the ages before going into battle. This may only be cast if you have previously been allies in combat with at least person in the group and after a strategy (however rough it may be) has already been discussed. You and up to 6 creatures you select who can hear and understand you will receive an extra 1d6 to their next initiative roll. If initiative is not rolled within 20 minutes or if your character dies before initiative rolls, this effect fades.
Front-Line Fighting Style
Beginning at Level 3, You choose to inspire those around you by risking your own life on the front lines, so you prefer your battles to be up close and personal. Choose a fighting style from the list below:
Defense First - While you are wearing armor and holding a shield, you gain an extra +1 AC Two-Weapon Fighting - When engaged in two-weapon fighting, you can add your ability modifier to the damage of the second attack Counter Attack - If a creature adjacent to you misses you with a melee attack with a roll less than 10 after modifiers and there are not any other enemies within 5 feet of you, as a reaction, you may roll an opportunity attack with your current weapon on that creature at half damage Great Weapon Fighting - When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are holding with two hands, you can reroll the die and you must use the new roll. The weapon must have the two-handed or versatile property to gain this benefit
You may select a second Front-Line Fighting Style at Level 17
Ability Score Increase
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.
Charging into battle, you let out a Warcry that strikes fear into the heart of your enemies. Beginning at Level 6, on your turn and before your first attack of the combat, select up to three creatures who did not have a surprise round this combat. Those creatures must make a Charisma saving throw. Any creature failing this saving throw will receive disadvantage on their first attack or spell with an attack roll this combat. If one of those creatures casts a spell before this triggers and the spell requires another creature to make a saving throw, then that roll is done with advantage.
At Level 7, your fallen brethren make themselves known to you, informing you that the legendary warriors whose name you helped immortalize into folklore have been helping to return the favor. They are your source of supernatural powers. They seek not prayer; only for you to continue your quest, spreading their story while creating a legendary one of your own. These spirits may gift you a magical item to help on your quest or imbue one of your items with magical abilities. Perhaps it is magic that reflects their story or perhaps they give you magic that helps with some peril to which they have almost watched you fall. The magic imbued or new magical item is up to your DM. This item loses its magic while wielded by others, but regains it once restored to its rightful owner.
Beginning at your 9th Level, your weapon attacks score a critical hit on a roll of 19 or 20
(Credit Tactician Subclass at dandwiki.com) At Level 9, you gain these commands from the Tactics list below. Issuing a command is a free action that applies until the end of the battle unless voluntarily replaced by another Tactic, or cancelled. You can issue a number of Tactics equal to your proficiency bonus. Commands recharge after a long rest. These bonuses apply to each ally including you, unless otherwise stated.
Medic - Grants an additional +1 hp per dice rolled when using an action to restore hit points
Pull Back - Attacks of opportunity against allies are rolled with disadvantage
Charge - Increase 5ft in movement
Hold On - Unconscious characters gain advantage on a death saving throw once this combat
Hold the Line - Free shove on successful attacks
Take Cover - Free +1 to AC when behind full or partial cover
Don’t Let Them Escape - Receive an additional 1d4 on attacks of opportunity
Watch Your Step - Lose disadvantages on difficult terrain
Get 'Em - Select one enemy and get an additional 1d4 hit dice when attacking them with melee or ranged weapons. This tactic may only be selected once per combat
Keep Your Distance - Ranged attacks gain an extra 1d4 hit dice
Shields Up - Grants +2 to AC, -2 to all attack rolls and spell attack rolls and enemies gain +2 to saving throws against spells. Ally movement reduced by half.
Beginning at 11th Level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 18th Level in this class.
At your 13th Level, having mastered the strategy of war, you now are able to utilize up to 2 Tactics simultaneously. Only one Tactic can be issued per turn. If you already have 2 active Tactics, you choose which one will be cancelled should you issue another.
At your 20th Level, your Warcry echoes through the room with the intensity of thunder itself. On your turn and before your first attack of the combat, every enemy within audible range who has not had a surprise round this combat. Those creatures must make a Charisma saving throw. Any creature failing this saving throw will receive disadvantage on their first attack or spell with an attack roll round this combat. If one of those creatures casts a spell before this triggers and the spell requires another creature to make a saving throw, then that roll is done with advantage. Then select up to three creatures that failed their saving throws. The first attack or spell with an attack roll against them will receive advantage. If a spell targets one of these creatures before this happens and the spell requires the creature make a saving throw, then that saving throw is done with disadvantage.
Standard Bearer Spell List
Spare the Dying
Beacon of Hope
Mass Healing Word
Freedom of Movement
Aura of Life
Circle of Power
Power Word Heal