Herald v1.1

Emergency Escape

Show Spoiler
Sometimes 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.
  • Updated the number of uses of this feature.
  • Changed the features action economy from that of an Action to that of a Bonus Action on your turn.
 

Audacious Orders

Show Spoiler
When 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.
When you use this feature, you are considered to be "Issuing" the order. Other herald features may specify they uniquely issue an order, or provide other effects when one is issued.
  • No longer requires the Reaction of the target to utilize the Evade or Reposition features benefits.
  • Reworded Evade, Reposition, and Strike to better fit the verbiage of the Spheres of Divinity system.
 

Commands

Show spoiler
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.

Antagonizing Command

Show spoiler
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

Show spoiler
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

Show spoiler
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)

Show spoiler
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
Show spoiler
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

Show spoiler
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

Show spoiler
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
Show spoiler
You can attack three times, instead of twice, whenever you take the Attack action on your turn.

Field Stitch

Show spoiler
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

Show spoiler
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

Show spoiler
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.

Quartermaster

Show spoiler
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
Show spoiler
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

Show spoiler
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

Show spoiler
You gain the Skilled feat as a bonus feat.

Striving Teamwork

Show spoiler
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

Show spoiler
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

Show spoiler
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
Show spoiler
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.
 

Rally Point

Show Spoiler
Starting 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.
  • Adjusted the limiting factors on the Rally Point feature to be instead Incapacitated or unable to lead.
  • Enhanced the range of this feature to be 60 feet instead of 15 feet.
  • Enhanced the bonus movement speed gained for this feature.
 

Rapid Reassessment

Show Spoiler
Sometimes 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.
  • Adjusted the distance of this feature to be 60 feet instead of 15 feet.
  • Enhanced the distance of Audacious Order to be 60 feet.
 

On My Mark

Show Spoiler
By 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.
  • Now requires a single use of your Audacious Orders feature.
  • Can activate without expending a use by spending 5 points of Stamina.
  ---  

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.
Show spoiler

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.

Active Onslaught

Starting at 3rd level, you know how to keep up the pressure of your team's attack, overwhelming your foes as you and your allies strike them as a unit. Allied creatures within your Rally Points gain a +1 bonus to their attack rolls. This bonus increases to +2 at level 9, and +3 at level 15.

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.

Champion

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.
Show spoiler

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.
Show spoiler

Guardian Table

Level Feature
1st Get Down
3rd Guardians Spirit
7th Ever Vigilant
11th Bracing Command
14th Phalanx Fortitude

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.

Bracing Command

At 10th level, you know how to prepare your allies for the coming onslaught. Whenever you issue a order, affected creatures can reduce the next source of incoming damage by an amount equal to twice your proficiency modifier.

Phalanx Fortitude

By 15th level, your group is an immovable blockade, with you at the forefront to mitigate most anything. Whenever a creature would score a critical hit against any allied creature within one of your Rally Points while you are within that same Rally Point, the attacking creature must roll the attack again. If the resulting attack roll would not hit you, the attack does not deal the additional damage or effects of a critical hit.

Comments

Please Login in order to comment!