publish: true
aliases:

  • Dragon Banner
    created: 2026-03-09T12:15:34.021-04:00
    modified: 2026-03-09T12:15:34.021-04:00
    published: 2026-03-09T12:15:34.021-04:00
    tags:
  • ttrpg-cli/compendium/src/5e/valdaspire24
  • ttrpg-cli/subclass/vagabond/dragon-banner
    cssclasses:
  • json5e-class
    obsidianUIMode: preview

Dragon Banner

Vagabond: Subclass Feature
Source: Valda’s Spire of Secrets (2024)

Class and Feature Progression

LevelPBFeatures
1st+2
2nd+2
3rd+2Dragon Banner
4th+2
5th+3
6th+3Martial Recovery
7th+3
8th+3
9th+4
10th+4Bloody Spectacle
11th+4
12th+4
13th+5
14th+5Coup de Grâce [Maneuver]
15th+5
16th+5
17th+6
18th+6
19th+6
20th+6

Cross-Compatible Subclass: This subclass originates from the Captain class

Note that cross-compatible subclasses might be stronger or weaker than other subclasses.

The GM decides if a subclass should be cross-compatible in your campaign.

Cross-Compatability Modifictaions

Level 6: Martial Recovery. Replace “all of your expended Battle Dice” with “three of your expended Battle Dice.”

Level 14: Coup de Grâce [Maneuver]. You learn the Coup de Grâce maneuver. If you already know it, you learn a different maneuver of your choice.

Defeat Your Foes with an Arsenal of Maneuvers

Captains under the Dragon Banner are a scourge upon the battlefield. Armed with an array of lethal maneuvers, these captains cut through lesser combatants with ease, turning the tides of battle on their own, if needed. The visage of the Dragon Banner inspires fear and loyalty in equal measure, for the carnage left in a dragon warrior’s wake speaks volumes of their skill.

Subclass Features

Critical Focus (Level 3)

You enter a flow state in combat, granting you the following benefits.

Improved Critical. Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20.

Chain Critical. Whenever you reduce an enemy to 0 Hit Points or score a Critical Hit against an enemy, your Critical Hit range increases. After the first such attack, your attacks score a Critical Hit on a roll of 18-20 on the d20; after the second, you score a Critical Hit on a roll of 17-20; after the third, you score a Critical Hit on a roll of 16-20. Your Critical Hit range resets after 1 minute or when you have the Incapacitated condition.

Rampage [Maneuver] (Level 3)

Once on each of your turns, immediately after you reduce an enemy to 0 Hit Points or score a Critical Hit with a melee attack roll, you can expend one Battle Die to move up to your Speed and make a melee attack (no action required). On a hit, you add the Battle Die to the attack’s damage roll.

Martial Recovery (Level 6)

You can take a Bonus Action to regain all of your expended Battle Dice.

Once you use this feature, you can’t use it again until you finish a Long Rest.

Bloody Spectacle (Level 10)

Whenever you reduce an enemy to 0 Hit Points or score a Critical Hit against an enemy, you can strike terror into nearby foes. When you do so, each creature of your choice in a 30-foot Emanation originating from you must make a Wisdom saving throw against your Maneuver save DC. On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature’s turns, the creature repeats the save, ending the effect on itself on a success.

Once you use this feature, you can’t use it again until you finish a Short or Long Rest unless you expend one Battle Die (no action required) to restore your use of it.

Coup de Grâce [Maneuver] (Level 14)

When you hit a creature with an attack using a weapon or Unarmed Strike, you can expend two Battle Dice as a Bonus Action to attempt to execute the target. Add the Battle Dice to the attack’s damage roll. If you reduce the target to 0 Hit Points, this maneuver doesn’t expend any Battle Dice.