Herald
Herald Class by: haon450 (Discord Handle/Authorship)
Version: 1.4
The fields of battle are often tarnished by the grim dread of death and peril. As the army marches over the nearby hill, they spot insurmountable odds, a tribe of hostile giants, a vile horde of the undead, or perhaps a single, mighty dragon that looks to turn the army to ashes. These soldiers need a guide, a leader, someone to drive them to their goals, and herald their victory. Magic may be a useful tool, but nothing compares to how these tacticians outmaneuver their foes so that their cause may move mountains and lead their troops to a brilliant new horizon.
Multiclass
- Ability Score Multiclass Requirements: Strength or Dexterity 13
- Multiclass Proficiencies Gained: Light armor, medium armor, shields, simple weapons, martial weapons, 1 class skill of your choice.
The Herald Table
Class 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, Medium, and Heavy Armor, Shields
- Weapons: Simple, Martial
- Tools: none
- Saving Throws: Strength, Wisdom
- Skills: Choose 3 from Acrobatics, Animal Handling, Athletics, Gossip, History, Insight, Intimidation, Investigation, Linguistics, Medicine, Perception, Performance, Persuasion, Survival, Tactics
Equipment
- (a) chain mail, (b) scale mail, or (c) leather armor, longbow, and 20 arrows
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a light crossbow and 20 bolts or (b) five javelins
- (a) a dungeoneer's pack or (b) an explorer's pack
Emergency Escape
Show SpoilerSometimes you or your comrades find yourselves in a bad situation, one that you understand must be left behind. As a Bonus Action on your turn, you can Disengage and Dash up to your speed, during this Dash you can grab one willing creature of your size or smaller anywhere within 5 feet of the path you travel and place them in any unoccupied space within 5 feet of the remaining path.
You can use this feature a number of times equal to your Charisma modifier, gaining an additional use at 5th level, and again at 9th level, and every 4 levels thereafter. You regain all expended uses after you complete a Long Rest.
You can use this feature a number of times equal to your Charisma modifier, gaining an additional use at 5th level, and again at 9th level, and every 4 levels thereafter. You regain all expended uses after you complete a Long Rest.
Field Specialty
Show SpoilerAt 1st level, you choose a specialty from the list available that represents your style and purpose. The specialty you choose grants you features at 1st level and again at 5th, 10th, 15th, and 20th level.
Marching Order
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Starting at 1st level, you know how to keep morale high and weariness at bay for you and your compatriots. Your group gains the following benefits while traveling:
- You can move at a fast pace without penalty to your passive Wisdom (Perception) scores.
- You can commit to a forced march for a number of hours equal to your proficiency bonus without making saving throws for exhaustion.
- You have Advantage on ability checks made to identify traps or ambushes.
- You can ration out food more effectively, making you require only half the normal amount of food per day.
Commands
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You have through military doctrine and careful preparation formed a variety of commands that can better aid you and your team in battle, allowing you to exploit the weaknesses of your foes and bolster your allies, or yourself if desired to achieve victory in your goals.
Starting at 1st level as a Herald, you know one Command and learn additional Commands as you grow in power within this class, gaining an additional Command every 2 levels thereafter; most Commands require you to expend Stamina to function. The saving throw of any Command that you produce is equal to 8 + your Proficiency bonus + your Charisma modifier.
Starting at 1st level as a Herald, you know one Command and learn additional Commands as you grow in power within this class, gaining an additional Command every 2 levels thereafter; most Commands require you to expend Stamina to function. The saving throw of any Command that you produce is equal to 8 + your Proficiency bonus + your Charisma modifier.
Antagonizing Command
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You can spend 2 points of Stamina as a Bonus Action to incite rebellion in a hostile creature within 60 feet that can see or hear you. Your target receives a Charisma saving throw against your Command Save DC or suffers from the Antagonized condition for the next minute. The target can make a new save at the end of each of their turns to end this condition early.
Battle Orders
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You can spend 2 points of Stamina as an action to shout an order to a willing creature other than yourself that is within 100 feet of you. Your target must be able to understand you. The next attack roll that creature makes in the next minute is made with Advantage. If that attack hits, the attack deals an additional 1d8 + your Charisma modifier damage.
Booming Voice
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You can spend 1 point of Stamina to enhance your voice, ensuring your are clearly audible and understood by those that understand your language by up to 1 mile away.
Boxer (Ex)
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You have learned how to better fight in unarmed combat. Your unarmed strikes, natural attacks, and weapon attacks made with an Unarmed Weapon now deal the higher of the base attacks damage or 1d4 Bludgeoning damage, which increases by one die size whenever your Proficiency bonus would increase.
Call To Arms
- Prerequisite: Herald 5
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Whenever you would utilize your Audacious Orders feature, you can spend 2 points of Stamina to target an additional creature within 30 feet of the original with the same or a different order.
Capable Leader
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You are better able to lead those around you, whenever you would make a command action or otherwise give orders to one or more cretaures, you increase the number of creatures that you can effect by one.
Esoteric Study
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You gain proficiency with a single skill, tool, or Exotic weapon of your choice. You can select this command multiple times, gaining a new proficiency each time you do so.
Extra Attack (2)
- Prerequisite: Herald 12
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You can attack three times, instead of twice, whenever you take the Attack action on your turn.
Field Stitch
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You can spend 1 point of Stamina as an Action to infuse yourself or a creature touched with positive energy, healing the target. Your target is healed for 2d8 + your Charisma modifier. This healing improves by 1d8 whenever your Proficiency bonus would increase above a +2 bonus.
Heightened form
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You can spend 1 point of Stamina to gain the effects of the Enlarge spell, and can temporarily shrink back down to your normal size as an Action which remains for 1 minute or until you revert back as a Bonus Action on your turn. You remain enlarged in this way for up to 1 hour, or until you end this effect early as a Bonus Action.
Piercing Dash
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You can spend 3 points of Stamina as a Bonus Action to Dash forward in a straight line and make a single martial attack against a target with reach at the end of this movement. Additionally, each creature within 5 feet of the path of your movement must make a Dexterity saving throw against your Command Save DC or suffer 2d8 + your Charisma modifier points of Ballistic damage. With an additional 1d8 points of Ballistic damage whenever your Proficiency bonus would increase above +2.
Additionally, should your target be hit, they must make a Constitution saving throw against your Command Save DC, or suffer from the Burdened condition for 1 round.
Additionally, should your target be hit, they must make a Constitution saving throw against your Command Save DC, or suffer from the Burdened condition for 1 round.
Quartermaster
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You gain a single Utility feat of your choice feat as a bonus feat. You can select this command multiple times. Its effects do not stack. Each time, select a new feat or a new tool tied to a previously taken feat to be tied to this command.
Raised Guard
- Prerequisite: Herald 5
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You can spend 2 point of Stamina as a Bonus Action to raise your guard against oncoming attack. Improving your DR against all damage types by triple your Proficieny bonus for the next minute. Whenever you would be successfully hit, this DR is reduced by 1 after the damage is applied, this effect ends when your DR granted by this feature is reduced to 0.
Reactive Riposte
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You can spend 1 point of Stamina as a Reaction when damaged to strike back at the attacking creature, if they are within within range and within 30 feet of you, your target suffers 1d8 points of Force damage. With an additional 1d8 points of Force damage whenever your Proficiency bonus would increase above +2.
Skilled
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You gain the Skilled feat as a bonus feat.
Striving Teamwork
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You gain a single Teamwork feat of your choice as a bonus feat. You can select this command multiple times, gaining a new Teamwork feat of your choice each time you do.
Sweeping Slice
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You can spend 3 points of Stamina as a Bonus Action to strike out your weapon in a wide arc, striking all hostile creatures within a 20 foot cone. Each target within the area must make a Dexterity saving throw against your Command Save DC or suffer 2d10 + your Charisma modifier Slashing damage and the Bleeding (1d10) condition. A successful save halves the damage and negates the Bleeding condition. This damage improves by 1d10 Slashing damage whenever your Proficiency bonus would increase above a +2 bonus.
Tactical Assessment
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While in an area of your projected Rally Point, you gain an additional Reaction that you can use each round.
Trampling Charge
- Prerequisite(s): Herald 5
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Whenever you would take the Charge Stamina Action, you can enhance this action by expending an additional 1 point of Stamina to make a free Shove attempt against each valid target of your choice that you would move through as a part of this Charge action. A creature that is Shoved successfully in this way suffers 1d12 points of Bludgeoning damage, increasing by an additional 1d12 points of Bludgeoning damage whenever your Proficiency bonus would increase above a +2 bonus.
Audacious Orders
Show SpoilerWhen you reach 2nd level, you learn how to direct and guide your allies forward into the fight, and can keep your team coordinated amidst the fray. You gain access to the following list of orders and can use a Bonus Action on your turn to issue one to an allied creature within 30 feet that can see or hear you. The number of orders you can issue using this feature is shown in the orders column of the Herald table, and you regain all expended uses upon finishing a Short or Long Rest.
- Evade: The creature takes the Dodge action until the start of your next turn as a part of this order.
- Reposition: The creature can Dash and Disengage as a part of your order.
- Strike: The creature can as a Reaction make a single Martial Attack against a creature within range as a part of this order.
Fighting Style
Show SpoilerYou adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
- Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
- Blind Fighting: You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
- Defense: While you are wearing light, medium, or heavy armor, you gain a +1 bonus to AC.
- Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- 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 wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Interception: When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
- Lunge: When you are wielding a melee weapon in one hand and no other weapons, the weapon you are wielding is considered to have the reach property. If the weapon already has this property, the reach increases by a further 5ft.
- Musketeer: When you engage an opponent while two-weapon fighting with a firearm and a melee weapon, if you make both attacks at the same target, you have advantage on the attack roll you make with the second attack.
- Press the Advantage: Whenever you hit a creature with a weapon attack that has Advantage on the attack roll, the attacks damage roll also benefits from Advantage, allowing you to roll the damage dice twice, taking the higher result.
- Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Thrown Weapon Fighting: You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
- Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Versatility: You gain a +1 bonus to attack rolls you make with simple and martial weapons. You only gain this benefit while not wielding a shield.
Rally Point
Show SpoilerStarting at 3rd level, you radiate a powerful presence that bolsters your allies to new heights, and can coordinate them around a tactical position. You gain access to a Rally Point that remains active so long as you are not Incapacitated or otherwise unable to lead. This point is centered on you unless you use your Bonus Action to center it on a space you can see within 60 feet, and you can use a Bonus Action to recall one of your set Rally Points to yourself. Rally Points are intangible, do not obstruct the space they occupy, and take on a form of your choosing. Your set Rally Points are forcibly recalled to you if you are ever more than 100 feet away from its center or knocked unconscious.
The Rally Point has a radius of 10 feet, and allied creatures do not expend movement when moving through this area for the first 10 feet traveled within it that turn. A creature cannot benefit from this effect while its movement speed is 0.
At 9th level, the radius of the rally point increases to 20 feet, and the additional movement provided increases to 20 feet. At 17th level, its radius increases to 30 feet, and the additional movement provided increases to 30 feet.
Your Rally Points gain additional benefits to allies in their area based on your chosen Field Specialty.
Ability Score Improvement
Show SpoilerWhen you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack
Show SpoilerBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Bolster Resolve
Show SpoilerYour allies must remain resolved, and with you on the field, they'll remain determined against all odds. By 6th level, whenever you issue a order, the target receives a number of temporary hit points equal to your herald level for one minute.
Tactical Improvement (20 Feet)
Show SpoilerAt 9th level, the radius of your Rally Points increases to 20 feet, and the benefits they provide improve as described in the feature the benefit comes from.
Rapid Reassessment
Show SpoilerSometimes mistakes are made, and you must adapt to the ones made by your opponents by swiftly relocating your attention where required. At 9th level, you can move one of your Rally Points centered within 60 feet of you to another space within 60 feet of you as a Bonus Action on your turn.
In addition, the range at which you can issue an order with Audacious Order increases to 60 feet.
In addition, the range at which you can issue an order with Audacious Order increases to 60 feet.
On My Mark
Show SpoilerBy 10th level, so long as your team is ready and coordinated, you know how to bring about victory in one grand maneuver. You can use your Action to issue an order to every allied creature within the radius of your Rally Points that can see or hear you by expending one use of your Audacious Orders. The order issued can be the same for all affected creatures, or different for each one.
Once you have used this feature, you cannot do so again until you have finished a Long Rest. You can activate this ability without expending any uses by expending 5 points of Stamina.
Once you have used this feature, you cannot do so again until you have finished a Long Rest. You can activate this ability without expending any uses by expending 5 points of Stamina.
Confident Commander
Show SpoilerBy 13th level, your allies trust your orders, and you know how to keep your cool under the direst circumstances to not betray that trust. You are immune to the charmed and frightened conditions.
Tactical Improvement (30 Feet)
Show SpoilerAt 15th level, the radius of your Rally Points increases to 30 feet, and the benefits they provide improve as described in the feature the benefit comes from.
I See You, Soldier
Show SpoilerBy 15th level, you're plenty aware of what's going on in your rally points and can direct those within even at a distance. You can issue orders with Audacious Order to a creature provided that it is within range of one of your Rally Points and they are not blinded and deafened.
War on Two Fronts
Show SpoilerAt 17th level, you are ready for anything, and gain access to a second Rally Point that functions identically to your original one. While one Rally Point is set, the other remains centered on you until it is placed as a separate bonus action on your turn. Both Rally Points can be recalled as part of the same bonus action, or as separate ones. Creatures cannot receive benefits from more than one Rally Point in a turn.
In addition, whenever you issue a order with Audacious Order, you can expend an additional use to issue another order to a second creature you could otherwise target.
In addition, whenever you issue a order with Audacious Order, you can expend an additional use to issue another order to a second creature you could otherwise target.
Hold The Line
Show SpoilerTry as they might, the enemy shall not breach your defenses. At 18th level, the areas of your Rally Points are considered difficult terrain for all hostile creatures. In addition, allied creatures cannot be forcibly moved or knocked prone while within range of one of your Rally Points.
Victory Point
Show SpoilerAt 20th level, your tactics are unmatched, and you know how to bring even the grandest war to a decisive end, and exactly where it will happen. You gain access to a Victory Point that you can center on a space you can see within 30 feet as an action. A set Victory Point functions the same as a Rally Point, and all features that use a Rally Point treat a Victory Point in the same manner except for the following differences:
This is not considered issuing a order, and thus does not require the creature to use its reaction to accept the order with a reaction, nor do they benefit from other features that occur when a order is issued.
Once you have placed your Victory Point, you cannot do so again until you finish a long rest.
- It has a 50-foot radius.
- It cannot be recalled or relocated, and it has no effect until set/placed.
- It disappears after one minute, and will not be recalled if you are more than 100 feet away from its center.
- When a Victory Point is set, all of your set Rally Points are recalled to you, and they do not provide any of their usual benefits until the Victory Point disappears.
This is not considered issuing a order, and thus does not require the creature to use its reaction to accept the order with a reaction, nor do they benefit from other features that occur when a order is issued.
Once you have placed your Victory Point, you cannot do so again until you finish a long rest.
Field Specialties
Heralds are known throughout the lands as able warriors, but more importantly as superb commanders, officers on the fields of war with each herald holding their own specialty on the field. Given below are the core list of Herald Field Specialties and their features.Assault Captain
One may not identify the flaw in their defenses until it's too late. Oftentimes, these flaws are exploited by the leaders of the charge themselves, the assault captains. Experts at spotting their key openings, they rush forward with purpose, not reckless, but decisive in their tactics and their combat. These heralds are a sure sign that the battle is already won, and the enemy has but mere moments to realize that fact.
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Reference the table below for how long you must study the location, at the end of that time, you learn additional details about how one may bypass that location's defenses. This could be spotting a weak point in their blockade, the understanding of their blind spots so that you could sneak inside, or even knowledge of where one would most likely place a hidden passage in a fortress. In any case, after studying the location, you have advantage on all checks required to exploit or eliminate the weakness identified.
The base time of studying a location is an hour. Refer to the table below for the multipliers of the location size, view, and difficulty categories before determining the time spent studying the location to learn a weakness. The table has various examples of what the category's time modifier could be. If the resulting time would be greater than 16 hours, you cannot find a weakness with your current resources.
Assault Captain Table
| Level | Feature |
|---|---|
| 1st | Flanking Strikes |
| 3rd | Active Onslaught |
| 5th | Practical Preparation |
| 10th | Relentless Command |
| 15th | Decisive Strike |
| 20th | tbd |
Flanking Strikes
Starting when you choose this specialty at 1st level, when you make a weapon attack against a creature, you have Advantage on the attack roll if the target is between you and an allied creature who also has the target within melee reach. If this attack hits, the allied creature gains Advantage on their next attack roll against the target. Only one ally can benefit from this feature per round.- Variant: If you are using the optional flanking rule in the DMG, you can alternatively provide a bonus to hit equal to your Proficiency Bonus to attacks where you are flanking.
Practical Preparation
By 5th level, you can identify cracks in the defenses of nigh anything, and know that to win the hardest battles, you'll need to come ready for what's in store. You can spend time studying the defenses of a location and learn how one may be able to get by them more easily so that you can attack such a weakness, or reinforce it if you find such a flaw in your defenses.Reference the table below for how long you must study the location, at the end of that time, you learn additional details about how one may bypass that location's defenses. This could be spotting a weak point in their blockade, the understanding of their blind spots so that you could sneak inside, or even knowledge of where one would most likely place a hidden passage in a fortress. In any case, after studying the location, you have advantage on all checks required to exploit or eliminate the weakness identified.
The base time of studying a location is an hour. Refer to the table below for the multipliers of the location size, view, and difficulty categories before determining the time spent studying the location to learn a weakness. The table has various examples of what the category's time modifier could be. If the resulting time would be greater than 16 hours, you cannot find a weakness with your current resources.
- Hours Studying = 1 X Location Size X View X Difficulty
| Location Size | View | Difficulty | Time Modifier |
|---|---|---|---|
| House (or smaller) | You are present at the location with open access to it, or you possess a highly detailed map of it. | Little to no defenses present, hidden or otherwise. | x1 |
| Mansion (or similar building) | You have a rough map of the location, or good information provided directly from a scout. | Some basic defenses such as barred doors and a few guards. | x2 |
| Fortress, Keep, Castle or similar | You have persistent visuals on the location or second-hand information on it with a basic sketch of the map. | Good defenses, both inside and out. Blockades, guards, and potentially a hidden trap or protective spell or two. | x3 |
| Town or City | An idea of the location without accurate sketches or reliable information. | Excellent defenses inside and out. Elite guards ,barriers, protective magic, hidden traps, with even the terrain likely working in favor of defending the location | x4 |
Relentless Command
At 10th level, you know how to instruct your allies to keep up the pressure. Whenever you issue a order, affected creatures can add twice your proficiency modifier to the result of their next damage roll.Decisive Strike
By 15th level, you and your allies are a nigh-unstoppable force, and can deliver decimating blows while outmaneuvering your opponents. While you are within one of your Rally Points, your weapon attacks score a critical hit on a roll of 19 or 20. In addition, when you score a critical hit with a weapon attack, you can choose to have it deal damage as normal to instead allow an allied creature of your choice within that same Rally Point to also make a weapon attack against the target at advantage, provided the target is within range of the ally. If the allied creature's attack hits, it is a critical hit.Crusader
Sometimes field bandages just don't cut it, especially when your troop has been scorched by a mighty dragon and still has to battle to fend it off despite their dire wounds. Luckily, these champions have the divine on their side, and the capabilities to keep their allies in the fray against all odds. No foe is too big, nor wound too grievous, for these heralds to handle as they uphold their cause.
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For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
The Spells Known column of the Champion Spellcasting table shows when you learn more oracle spells of 1st level or higher. For instance, when you reach 7th level in this class, you can learn one new spell of 1st, 2nd, or 3rd level.
Whenever you gain a level in this class, you can replace one of the oracle spells you know with another spell of your choice from the oracle spell list. The new spell must be of a level for which you have spell slots.
In addition, whenever your group completes a short rest, you can choose to have all members of the group recover a number of hit dice equal to your proficiency bonus, which can immediately be used to regain hit points during the rest. Once you have regained hit dice this way, you cannot do so again until you finish a long rest.
To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, bless and aid aren't eligible, but cure wounds and healing word are.
Champion Table
| Level | Feature |
|---|---|
| 1st | Spellcasting |
| 3rd | Sacred Ground |
| 5th | Well-Earned Respite |
| 10th | Stalwart Command |
| 15th | Divine Split | 20th | tbd |
Spellcasting
When you reach 1st level in this class, you augment your tactical prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the oracle spell list.Cantrips
You learn two cantrips of your choice from the oracle spell list. You learn an additional oracle cantrip of your choice at 10th level, 14th level, and 18th level.Spell Slots
The Champion Spellcasting table shows how many spell slots you have to cast your oracle spells of 1st level and higher. 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.For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level oracle spells of your choice.The Spells Known column of the Champion Spellcasting table shows when you learn more oracle spells of 1st level or higher. For instance, when you reach 7th level in this class, you can learn one new spell of 1st, 2nd, or 3rd level.
Whenever you gain a level in this class, you can replace one of the oracle spells you know with another spell of your choice from the oracle spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your oracle spells since you learn your spells through devotion and prayer. 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 an oracle 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
| Herald Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th |
|---|---|---|---|---|---|---|---|---|
| 1st | 2 | 3 | 2 | -- | -- | -- | -- | -- |
| 2nd | 2 | 3 | 2 | -- | -- | -- | -- | -- |
| 3rd | 2 | 4 | 2 | 1 | -- | -- | -- | -- |
| 4th | 2 | 4 | 2 | 1 | -- | -- | -- | -- |
| 5th | 2 | 5 | 2 | 2 | 1 | |||
| 6th | 2 | 6 | 2 | 2 | 1 | |||
| 7th | 2 | 6 | 3 | 2 | 2 | 1 | ||
| 8th | 2 | 7 | 3 | 2 | 2 | 1 | ||
| 9th | 2 | 7 | 3 | 2 | 2 | 1 | 1 | |
| 10th | 3 | 8 | 3 | 2 | 2 | 1 | 1 | |
| 11th | 3 | 9 | 3 | 3 | 2 | 2 | 2 | 1 |
| 12th | 3 | 9 | 3 | 3 | 2 | 2 | 2 | 1 |
| 13th | 3 | 10 | 3 | 3 | 2 | 2 | 2 | 1 |
| 14th | 4 | 11 | 3 | 3 | 2 | 2 | 2 | 1 |
| 15th | 4 | 11 | 4 | 3 | 3 | 2 | 2 | 2 |
| 16th | 4 | 12 | 4 | 3 | 3 | 2 | 2 | 2 |
| 17th | 4 | 13 | 4 | 3 | 3 | 2 | 2 | 2 |
| 18th | 5 | 13 | 4 | 3 | 3 | 2 | 2 | 2 |
| 19th | 5 | 14 | 4 | 4 | 3 | 3 | 3 | 2 |
| 20th | 5 | 15 | 4 | 4 | 3 | 3 | 3 | 2 |
Sacred Ground
Starting at 3rd level, you learn to utilize your holy powers to bolster and reinforce your allies when they need it most. When an allied creature within one of your Rally Points regains hit points, they regain 1d6 additional hit points. This additional recovery can only occur once for each creature per round. The additional hit points regained increased to 2d6 at level 9, and 3d6 at level 15.Well-Earned Respite
By 5th level, you know how to get the most out of time spent off the battlefield so that you and your allies' wounds can get proper treatment. Whenever your group completes a long rest, they recover all expended hit dice, rather than half.In addition, whenever your group completes a short rest, you can choose to have all members of the group recover a number of hit dice equal to your proficiency bonus, which can immediately be used to regain hit points during the rest. Once you have regained hit dice this way, you cannot do so again until you finish a long rest.
Stalwart Command
At 10th level, your divine presence can aid allies in pushing forward through adversity. Whenever you issue a order, affected creatures regain a number of hit points equal to your proficiency modifier.Divine Split
By 15th level, you are a miracle worker on the battlefield and can ensure no ally falls on your watch. When you cast a spell that targets only one allied creature and doesn't have a range of self, you can target a second creature in range with the same spell, provided you are within one of your Rally Points and both targets are within that same Rally Point.To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, bless and aid aren't eligible, but cure wounds and healing word are.
Guardian
Protectors, vigilant and stalwart, these heralds seek to ensure the survival of themselves and their allies through the most treacherous of scenarios as they dive into harm's way for their companions, bolster the defenses of the mightiest shields, and stay alert so that none may catch their troop off guard. While a guardian is on duty, the foe will find that they must get through a grand, stalwart barrier to reach their less defensive allies, and that will be no easy task for even the most ruthless of foes.
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You can use this reaction a number of times equal to your proficiency modifier, and regain all expended uses upon finishing a long rest.
Guardian Table
| Level | Feature |
|---|---|
| 1st | Get Down |
| 3rd | Guardians Spirit |
| 5th | Ever Vigilant |
| 10th | Bracing Command |
| 15th | Phalanx Fortitude |
| 20th | tbd |
Get Down
Starting when you choose this specialty at 1st level, you can swiftly throw your comrades to safety, interjecting yourself into the way of danger. When an ally that you can see within 30 feet of you is attacked, you can use your reaction to swap places with them. When you do so, all attacks made by the attacking creature this turn must be made against you. You cannot use this reaction if your path to them would be blocked by otherwise impassable terrain.You can use this reaction a number of times equal to your proficiency modifier, and regain all expended uses upon finishing a long rest.
Guardians Spirit
Starting at 3rd level, you are a reliable protector and know how to keep your allies safe in the most treacherous of circumstances. Allied creatures within your Rally Points gain a +1 bonus to their AC. This bonus increases to +2 at level 9, and +3 at level 15.Ever Vigilant
By 5th level, you've learned how to make your watches efficient and effective. Whenever your group begins a long rest, you gain the following benefits until your rest completes:- You have advantage on any checks made to bolster the defenses of your rest site or to conceal it.
- You have advantage on all Wisdom (Perception) checks while taking watch.
- You cannot be surprised.
- You can don or doff armor as an action, and you can don a shield as a bonus action.

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