The Banneret martial archetype, also called the Purple Dragon Knight, is included in Sword Coast Legends. This is a revised version of the subclass that addresses player concerns with the way the subclass plays.
Rallying Cry now has one use independent of your Second Wind feature and can target you as well as offering a target the option to increase its damage instead of getting healed.
Inspiring Surge no longer scales to target two creatures to remove quadratic growth. The other changes make up for the lost damage potential.
Bulwark decoupled from Indomitable, and improved so that it should reliably help an ally succeed on a saving throw.
Doom Call is a new feature that is a reverse Rallying Cry that harms your foes.
War Cry is a new feature that enhances Rallying Cry and Inspiring Surge.
3rd-level Banneret feature
You inspire your allies to push beyond their limits. As a bonus action, you can choose up to four creatures, one of which can be you, within 60 feet of you that are allied to you. Each target regains 1d6 + half your level in this class hit points, rounded up, provided it can see or hear you.
Alternately, a creature can choose to forgo the healing and deal extra damage to one of its targets the next time it deals damage before the end of its next turn. The extra damage equals half your fighter level and has the same damage type of the attack or effect that triggers it.
After using this feature, you can use it again until you finish a long rest unless you expend the use of your Second Wind feature to use it again.
3rd-level Banneret feature
As a Banneret, you have mastered the techniques to conduct yourself with grace. You gain proficiency in Persuasion and have expertise with it, allowing you to add twice your proficiency bonus for any check you make with it. If you already have proficiency in Persuasion, you gain proficiency in your choice of Animal Handling, Insight, Intimidation, or Performance.
7th-level Banneret feature
You are able to diminish the resolve of your adversaries. When you take the Attack action on your turn, you can replace one of the attacks to thump a war banner, pound a shield, or strum a musical instrument, such as a drum, you hold. Each of your foes within 60 feet of you that can see or hear you must succeed on a Wisdom saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus or take 1d10 + half your level in this class, rounded up, psychic damage. If a creature would be reduced to 0 hit points via this feature, it is instead reduced to 1 hit point and becomes frightened until the end of its next turn. A creature frightened this way can’t choose to move from its space.
After using this feature, you can’t use it again until you finish a long rest unless you roll initiative when you have more foes than allies.
10th-level Banneret feature
When you use your Action Surge, you can choose one creature within 60 feet of you that is an ally. That creature can use its reaction to make one melee or ranged attack, provided it can see or hear you.
15th-level Banneret feature
When an ally within 60 feet of you that can see or hear you fails an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to grant that ally a bonus to its save equal to half your level in this class, possibly changing failure into success.
You can use this feature twice and regain all expended uses when you finish a long rest.
18th-level Banneret feature
The healing from your Rallying Cry feature increases to 2d6 + half your level in this class.
In addition, creatures that benefit from your Rallying Cry or Inspiring Surge feature gain immunity to the charmed and frightened conditions until the end of your next turn. If the target is already charmed or frightened, the condition ends for it.