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Herald

Herald

Dedicated and resolute, heralds are messengers of the oaths, ideology, or faith they represent, seen by some as salvation, others as harbingers of doom. The powers that they wield appear to stem from their devotions, though whether the herald interprets it as such is up to the individual. All are magically-trained combatants who often serve a particular organization formed upon an ideology. Some may have taken up the role simply as a vocation, while others became heralds due to a personal calling. Though they often specialize in combat, most understand a calm or threatening voice may be much more effective, especially for the cause of spreading the ideologies they live by.

Whether for good or ill, the most important aspect of being a herald is holding oneself to a set of oaths that might define all aspects of their lifestyles or be an important influence on their lives. A herald’s promise also often defines their goals (to protect others or to persecute an enemy). For some heralds this may be a personal choice, while others let the order they serve determine who the threats are.

 

Powers That Be

It’s said that heralds gain their magic by keeping to their oaths, though certain ideologies see instead an inner strength brought out by living in accordance with a strict lifestyle instead. Another interpretation states that a herald’s power is in fact innate. In such cases, oaths are a way to contain them and keep the herald humble, though there are orders that prefer their heralds to flaunt their powers as a show of prowess instead.

Heralds are best known for using their magic to heal, protect, or eradicate. A herald’s magic can however also be used to facilitate negotiations or threats, conduct thorough investigations, or detect abnormalities.

Creating a Herald

When making your herald, ask yourself these questions: What is the cause they have dedicated themselves to? Do they serve a deity, a philosophy, or something else entirely different? Why have they chosen this path? Who do they consider the greatest threat?

What kind of message do they hope to bring to the world? How do they intend to spread this message? Do they do so by action, or with words? What sort of impression do people have of your herald after interacting with them? What does your herald think about the powers they have been given? Do they think this power is bestowed from another, unlocked by another from within, or something that they are naturally capable of?

Table: Herald        

Level

Proficiency
Bonus

Features

Lessons
Known

Smite
Damage

Maneuvers
Known

Maneuver
Degree

1st

+2

Divine Sense, Lay on Hands, Spellcasting

2nd

+2

Combat Maneuvers, Divine Smite

1d8

2

1st

3rd

+2

Divine Lessons, Herald Archetype

1

1d8

2

1st

4th

+2

Ability Score Increase, Empowered Smite

1

1d8

3

1st

5th

+3

Extra Attack, Heraldic Sermon

2

2d8

3

1st

6th

+3

Sacred Aura

2

2d8

3

1st

7th

+3

Archetype Feature

3

2d8

4

2nd

8th

+3

Ability Score Increase, Greater Empowered Smite

3

2d8

4

2nd

9th

+4

Inspiring Devotion

4

3d8

4

2nd

10th

+4

Improved Sacred Aura

4

3d8

5

2nd

11th

+4

Divine Warrior

5

3d8

5

2nd

12th

+4

Ability Score Increase, Divine Recovery

5

3d8

5

2nd

13th

+5

5

4d8

6

3rd

14th

+5

Infectious Resolve

6

4d8

6

3rd

15th

+5

Herald Archetype Feature

6

4d8

6

3rd

16th

+5

Ability Score Increase

6

4d8

7

3rd

17th

+6

6

5d8

7

3rd

18th

+6

Aura Improvements

6

5d8

7

3rd

19th

+6

Ability Score Increase

7

6d8

8

4th

20th

+6

Holy Exemplar, Herald Archetype Feature

7

6d8

8

4th

 


1st LevelCLASS FEATURES

As a herald, you gain the following class features.

Hit Points

Hit Dice: 1d10 per herald level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per herald level after 1st

Proficiencies

Armor: Light armor, medium armor, heavy armor, shields

Weapons: Simple weapons, martial weapons

Saving Throws: Wisdom, Charisma

Skills: Choose two from Athletics, Acrobatics, History, Insight, Intimidation, Medicine, Persuasion, and Religion

Equipment

You begin the game with 200 gold which you can spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background.

  • Blessed Explorer’s Set (Cost 189 gold): Handaxe (4), hauberk, priest’s pack
  • Divine Warrior’s Set (Cost 200 gold): Longsword, hauberk, medium shield, explorer’s pack

1st LevelDivine Sense

Choose one of the following sets of enemies: celestials and fiends, fey and elementals, or aberrations and undead. You can always sense when a creature of one of your chosen types is within 30 feet of you, but cannot determine their number, type, or location. As a bonus action, you can briefly enhance your senses to learn the location, number, and type of any creatures of your chosen types within 30 feet of you. When you do so, creatures of those types that are within range make a Wisdom saving throw against your spell save DC, with advantage if the creature’s CR is higher than your herald level. On a failed save, you also learn the creature’s identity. Within the same radius, you also detect any locations that have been consecrated or desecrated, as with the hallow spell. 

You can activate this feature a number of times equal to your Charisma modifier, and regain spent uses upon finishing a long rest . Upon finishing a long rest, you may also swap your chosen set of creature types for another. 


1st LevelLay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest . With that pool, you can restore a total number of hit points equal to your herald level × 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.


1st LevelSpellcasting

You have learned to draw on divine magic through meditation and devotion to your oath. 

Level

Cantrips
Known

1st

2nd

3rd

4th

5th

1st

2

2

2nd

2

2

3rd

2

3

4th

2

3

5th

3

4

2

6th

3

4

2

7th

3

4

3

8th

3

4

3

9th

4

4

3

2

10th

4

4

3

2

11th

4

4

3

3

12th

4

4

3

3

13th

4

4

3

3

1

14th

4

4

3

3

1

15th

4

4

3

3

2

16th

4

4

3

3

2

17th

4

4

3

3

3

1

18th

4

4

3

3

3

1

19th

4

4

3

3

3

2

20th

4

4

3

3

3

2

 

Cantrips

At 1st level, you know two cantrips of your choice from the Herald spell list. You learn additional Herald cantrips of your choice at higher levels, as seen in the Cantrips Known column of the Herald table.

Preparing and Casting Spells

The Herald table shows how many spell slots of each level you have to cast your spells. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all spent spell slots upon finishing a long rest. 

You can prepare a number of spells equal to your Charisma modifier + half your herald level, rounded down (minimum 1 spell). The spells must be of a level for which you have spell slots, and must be chosen from the Herald spell list. 

For example, if you are a 5th level herald, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st- or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change the spells you have prepared whenever you take a long rest . Preparing a new list of spells requires you to spend time reflecting in meditation; at least 1 minute per spell level for each new spell on your list. 

Spellcasting Ability

Charisma is your spellcasting ability for your herald spells, since their power is derived from your dedication to your oath. 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 herald 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 holy symbol as a spellcasting focus for your Herald spells.


Level 2Combat Maneuvers

At 2nd level, you gain the ability to use combat maneuvers. You gain proficiency in two combat traditions from the following list: Sanguine Knot, Spirited Steed, or Tempered Iron. You learn two maneuvers of your choice from traditions you are proficient with.

You use your maneuvers by spending exertion points, but you do not gain an exertion pool. Instead, at the start of each of your turns you can expend spell slots of 1st-level or higher to gain exertion points that go into a temporary exertion pool which lasts until you start your next long rest . You gain 2 exertion points for a 1st-level spell slot, and 2 more for each spell slot level above 1st. Only spell slots gained from the herald class can be expended in this way.

The Maneuvers Known column of the Herald table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest degree you can select maneuvers from at a given level.

Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same degree from a tradition you are proficient with.


Level 2Divine Smite

Starting at 2nd level, whenever you hit a creature with a weapon attack you can choose to deliver a divine smite that deals an additional 1d8 radiant damage. The amount of extra damage increases as you gain levels in this class, as shown in the Smite Damage column of the Herald table. 

You can use this feature a number of times equal to your proficiency bonus, and regain spent uses upon finishing a long rest


Level 3Divine Lessons

In preparing to take your oath, you have learned a number of skills and tricks that can help you during your adventures. At 3rd level, you gain a divine lesson of your choice. The divine lessons available to you are detailed at the end of the class description. The Lessons Known column of the Herald table shows when you learn more divine lessons.


Level 3Herald Archetype

Also at 3rd level, you choose the oath and tenets that you as a herald will swear to uphold. Until now you have merely been preparing, committed to the path but not sworn to it. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. 

Archetype School

Each archetype has an associated school of spells, which you gain access to upon reaching 3rd level. You can choose spells from this school when preparing your spell list. If you would choose a spell that is not on the herald spell list, it is considered a herald spell for you. 

Channel Divinity

Your oath allows you to channel the divine for more magical effects than just casting spells. Each Channel Divinity option granted by your oath explains how to use it. Whenever you use your Channel Divinity, you choose which option to use. Once you have used this feature you can’t do so again until you finish a short or long rest .

Some Channel Divinity options require saving throws . When using such an effect, the DC for the saving throw equals your herald spell save DC.


Empowered Smite

At 4th level, you are able to manipulate magic to add extra power to your smites. Whenever you would use your Divine Smite feature, you can choose one of the following effects. Once you have used this feature you can’t do so again until you finish a long rest . Alternatively, you can empower a smite by expending a spell slot of 1st-level or higher. 

Some empowerments require your target to make a saving throw to resist some of the empowerments effects. The DC for these saving throws is the same as your herald spell save DC.

Igniting Smite

Your smite instead deals fire damage, and the target must make a Constitution saving throw at the start of each of its turns or take 1d6 fire damage. On a successful save, it takes no damage and the fire is extinguished. The fire can also be put out as an action or by the environment, and extinguishes itself after 1 minute. 

Marking Smite

Your smite causes the target to shed bright light for 5 feet, and dim light for an additional 5 feet. The effect lasts for up to 1 minute, or until you target another creature with a weapon attack. As long as the effect lasts, the target gains no benefit from invisibility and has disadvantage on checks made to hide.

Repelling Smite

Your smite instead deals force damage, and the target must make a Strength saving throw or be pushed back 10 feet and knocked prone . On a successful save, the target is knocked back only 5 feet and is not knocked prone. 


Level 4Ability Score Improvement

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.


Level 5Extra Attack

At 5th level, you can attack twice instead of once whenever you take the attack action on your turn. 


Level 5Heraldic Sermon

Also at 5th level, your oath has so inspired you that your words seem to be imbued with magic when you talk about it. Choose one of the following features.

Devout

You gain proficiency in the Persuasion skill. You have advantage when using this skill to influence others by discussing your oath or deity, and witnesses that hear your words are inspired to share any useful or important information they might have. 

Evangelism

You gain proficiency in the Performance skill. You have advantage when using this skill to convert others through preaching about your oath or deity, and witnesses that hear your words are inspired to donate to your cause.

Fearmonger

You gain proficiency in the Intimidation skill. You have advantage when using this skill and your faith to intimidate others, and witnesses with opposing views make obvious efforts to avoid you.


6th LevelSacred Aura

At 6th level, you are able to manifest an aura that aids you and your allies. Each aura has a radius of 15 feet, is centered on you, and you must be conscious for you and your allies to benefit from it. You can have only one of the following auras active at a time, and can change which aura is active whenever you finish a long rest . At 18th level, the range of all auras increases to 30 feet.

Aura of Courage

You and allies within range cannot be frightened .

Aura of Resistance

You and allies within range of your aura gain a bonus on saving throws equal to your Charisma modifier (+1). 

Aura of Willpower

You and allies within range cannot be charmed .


7th LevelArchetype Feature

At 7th level you gain another archetype feature.


8th LevelGreater Empowered Smite

At 8th level you learn the following new empowerments for your smites, and can use this feature twice at no cost in between long rests . Alternatively, you can use an empowered smite by expending a spell slot of 1st-level or higher. 

Blinding Smite

The target makes a Constitution saving throw . On a failure, it is blinded for 1 minute. At the end of each of its turns, the target can repeat the saving throw, ending the effect on a success. 

Disorienting Smite

Your smite instead deals psychic damage and the target makes a Wisdom saving throw . On a failed save, it has disadvantage on attack rolls for 1 minute. At the end of each of its turns the target can repeat the saving throw, ending the effect on a success. 

Taunting Smite

The target makes a Wisdom saving throw . On a failed save, it takes an additional 1d6 radiant damage when attacking a creature other than you and cannot make opportunity attacks against anyone but you. This effect lasts up to 1 minute, and the target can repeat the saving throw at the end of each of its turns, ending the effect on a success. 


9th LevelInspiring Devotion

At 9th level, you can draw upon your oath for extra assistance in social situations. Choose one of the following features.

Lend Faith

When an ally within 30 feet that can see and hear you would make a saving throw or ability check you can inspire them with your faith, adding your Charisma modifier to the roll. Once you have used this feature you can’t do so again until you finish a short rest .

Reveal Heresy

You gain proficiency in the Insight skill, and and gain an expertise die on Insight checks. Whenever a creature is lying to you, it makes a Charisma saving throw against a DC equal to your passive Insight score. This save is made with disadvantage and done in secret by the Narrator. On a failure, you get a strong sense that they are being untruthful. 

Truth of Conviction

Whenever you or an ally are telling the truth and make any Charisma ability check to do so, you can use this feature to treat any roll of 10 or less as an 11 for that roll. Once you have used this feature you can’t do so again until you finish a short rest .


10th LevelImproved Sacred Aura

At 10th level, you gain a more powerful aura that is active alongside your Sacred Aura. The range of this aura is the same, and you can only have one Improved Sacred Aura active at a time. You can swap your active improved aura upon finishing a long rest .

Aura of Healing

Whenever you or an ally cast a spell to heal yourself or another ally while both are within your aura, both the spellcaster and target gain additional hit points equal to your Charisma modifier. 

Aura of Overcoming

Weapon attacks made by allies within your aura are considered magical for the purpose of overcoming damage resistances and immunities

Aura of Smiting

Whenever an ally within your aura scores a critical hit with a weapon attack, they deal additional radiant damage equal to half your herald level (rounded down).


11th LevelDivine Warrior

Beginning at 11th level, each of your strikes is infused with divine might. Whenever you hit a creature with a melee weapon attack, you deal an extra 1d8 radiant damage. 


12th LevelDivine Recovery

At 12th level, you can transform divine energy into more easily manipulated magics. You can use a bonus action to recite a short prayer or mantra and expend a use of Channel Divinity to regain a spell slot of 3rd-level or less.

Once you have used this feature three times, you cannot do so again until you finish a long rest .


14th LevelInfectious Resolve

Starting at 14th level, you can use your action to touch one willing creature (or yourself) and choose one of the following effects.

All In. The target gains advantage on its next weapon attack, and deals an extra 1d8 radiant damage on a hit. 

Iron Will. For the next minute, as long as you are conscious the target gains advantage on Wisdom saving throws made against spells and other magical effects.

Walk It Off. One spell or condition affecting the target ends. 

Once you have used this feature a number of times equal to your Charisma modifier, you cannot do so again until you finish a long rest .


15th LevelArchetype Feature

At 15th level you gain another archetype feature.


15th LevelArchetype Feature

At 20th level you gain another archetype feature.


Level 20Holy Exemplar

At 20th level, your deity constantly watches over you. Even death cannot touch you as you recover from mortal wounds in a flash of holy light, a sudden swelling of unnatural darkness, or another expression of potent divine power. When you die after being reduced to 0 hit points by an attack or spell, after 1d4 rounds you return to life with 100 hit points. Once you have used this feature, you cannot do so again until you finish a long rest .


Divine Lessons

When you gain access to a new divine lesson, choose one of the following.

Bestowed Understanding

When attempting to understand a language with which you are not proficient (whether spoken or written), you can make a DC 15 Wisdom (Insight) check to understand the basic message. If the language is considered forgotten, you roll with disadvantage . You can do so a number of times equal to your Wisdom modifier, and regain spent uses upon finishing a long rest .

Divine Health

You are immune to disease and have advantage on saving throws made to resist the poisoned condition. 

Divine Vision

You gain darkvision . You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. In addition, you always have the see invisibility spell prepared and can use this feature once per long rest to cast it without expending a spell slot. 

Do Without

Your divine connection and years of training combine to allow you to survive without Supply for a number of days equal to your Charisma modifier without suffering any adverse effects. 

Exemplary

You gain an expertise die on Acrobatics and Athletics checks made to climb, jump, run, and swim. When your party makes a group Acrobatics or Athletics check, you may apply the results of your roll to yourself and one ally. You can choose which ally to apply your result to after everyone has rolled, but must do so before the Narrator says whether you succeed or fail.

Glorious Purpose

When you agree to undertake a quest that specifically fulfills the tenets of your herald archetype, you gain proficiency with a skill that will be crucial to completing that quest. The skill is chosen by the Narrator. If you are already proficient with the skill, you gain an expertise die instead. The benefits of this divine lesson do not change until the quest has been completed.

Heraldic Order

Whenever you would pay for a meal, room, or minor supplies (such as mundane ammunition) roll 1d6. On a result of 4 or higher the merchant recognizes you as a herald of an order they either fear or respect and charge you nothing. If you insist on paying, they may offer you information about individuals or places that might be of interest to your heraldic order.

Miraculous Discovery

You gain an expertise die on Investigation checks, and your passive Investigation score increases by 3. Additionally, you can always choose to use your Charisma when making Investigation checks. 

Naturalist

Choose one type of terrain; arctic, coast, desert, forest, grassland, mountain, subterranean, or swamp. You gain an expertise die on Nature and Survival checks made in this terrain. In addition, once each week when you have run out of Supply, you can spend 8 hours in the wilderness to find 1d4+2 Supply. 

Prophetic Protection

Whenever you would trigger a trap, the Narrator makes a secret Charisma (Perception) check against the DC to spot the trap. On a success, you do not spot the trap but get a strong sense that moving any further will put you in danger. 

Seek Truths

You gain an expertise die on Insight checks made to discern the truth. In addition, after you have made a successful Insight check opposed by a creature’s Deception check, you have advantage on Insight checks made against it for 24 hours.

Sense Import

Your Divine Sense extends to detect whenever you enter a place that is or once was of great holy or unholy significance, and you learn basic information about why or to whom it was important. Additionally, you have advantage on checks made to learn more information about the area while you are there. 

Silvered Tongue

You gain an expertise die on Intimidation and Persuasion checks. In addition, when you successfully intimidate or persuade a creature, you have advantage on Intimidation and Persuasion checks made against it for the next 24 hours. 

Undaunted

While exploring a place which you have never been to before, you can use your reaction to gain advantage on ability checks and attack rolls until the end of your next turn. You can do so a number of times equal to your Wisdom modifier, and regain spent uses upon finishing a long rest