BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Harbinger

Unfinished Work

The Allpäth is perceived as an infinite line that leads to everything. Upon death, clerics, druids and paladins follow the Allpäth to rebirth as a harbinger. Harbingers seek to continue the work they began while alive. Thus, the Allpäth provides harbingers the purest form of divinity. As harbingers continue their work after death, they do adhere to domains, circles or oaths; rather, Harbingers follow an amalgamation of Grave Domain, Circle of Dreams and Oath of the Watcher. While not typically adventurous, harbingers have been known leave their settlements to lend aid to living companions. Harbingers, with the blessing of the Allpäth, use their knowledge of death to heal both the living and the undead. It is important to note that living spellcasters cannot heal undead companions.  

Allpäth Led

Not every harbinger can be considered a healer, despite every harbinger being able to heal. Some harbingers are actual fierce warriors, much more in line with a living paladin. Additionally, some harbingers have much more in line with a living druid. When a harbinger takes up an adventuring life, it is usually because the Allpäth leads them. Following the Allpäth often involves braving dangers beyond the walls of their settlements. Harbingers typically embark on these adventures to provide balance, as dictated by the Allpäth.        

Harbinger Chart

Lvl Prof. Bonus CLASS Features Cantrip Spell Slots   1 | 2 | 3 | 4 | 5 | 6 |
1 +2 Grave Domain Spells, Circle of Mortality, Eyes of the Grave 2 2 | - | - | - | - | - |
2 +2 Channel Divinity: Path to the Grave, Balm of the Summer Court 2 2 | - | - | - | - | - |
3 +2 Watcher’s Will, Abjure the Extraplanar 2 3 | - | - | - | - | - |
4 +2 Ability Score Improvement 3 3 | 1 | - | - | - | - |
5 +3 - 3 4 | 1 | - | - | - | - |
6 +3 Sentinel at Death’s Door, Hearth of Moonlight and Shadow 3 4 | 2 | - | - | - | - |
7 +3 Aura of the Sentinel 3 4 | 2 | - | - | - | - |
8 +3 Potent Spellcasting, Ability Score Improvement 3 4 | 3 | 1 | - | - | - |
9 +4 - 3 4 | 3 | 1 | - | - | - |
10 +4 Hidden Paths 4 4 | 4 | 2 | - | - | - |
11 +4 - 4 4 | 4 | 2 | - | - | - |
12 +4 Ability Score Improvement 4 4 | 4 | 2 | - | - | - |
13 +5 - 4 4 | 4 | 2 | 1 | - | - |
14 +5 Walker in Dreams 4 4 | 4 | 3 | 1 | - | - |
15 +5 Vigilant Rebuke 4 4 | 4 | 3 | 1 | - | - |
16 +5 - 4 5 | 4 | 3 | 2 | - | - |
17 +6 Keeper of Souls 4 5 | 4 | 3 | 2 | - | - |
18 +6 - 4 5 | 4 | 4 | 3 | 1 | - |
19 +6 Ability Score Improvement 4 5 | 4 | 4 | 3 | 1 | - |
20 +6 Mortal Bulwark 4 5 | 4 | 4 | 3 | 2 | 1 |
Circle of Mortality At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die. In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.   Eyes of the Grave At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.   Channel Divinity: Path to the Grave Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination. As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.   Balm of the Summer Court At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level. As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent. You regain all expended dice when you finish a long rest.   Channel Divinity 3rd-level Oath of the Watchers feature You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.   Watcher’s Will. You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.   Abjure the Extraplanar. You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can take the Dodge action.   Sentinel at Death’s Door At 6th level, you gain the ability to impede death’s progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.   Hearth of Moonlight and Shadow At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere. While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn’t visible outside it. The sphere vanishes at the end of the rest or when you leave the sphere.   Aura of the Sentinel 7th-level Oath of the Watchers feature You emit an aura of alertness while you aren’t incapacitated. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus. At 18th level, the range of this aura increases to 30 feet.   Potent Spellcasting Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.   Hidden Paths Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.   Keeper of Souls Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren’t incapacitated. Once you use it, you can’t do so again until the start of your next turn.   Walker in Dreams At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands. When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: dream (with you as the messenger), scrying, or teleportation circle. This use of teleportation circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven’t taken a long rest on your current plane, the spell fails but isn’t wasted. Once you use this feature, you can’t use it again until you finish a long rest.   Vigilant Rebuke 15th-level Oath of the Watchers feature You’ve learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the creature that forced the saving throw.   Mortal Bulwark 20th-level Oath of the Watchers feature You manifest a spark of divine power in defense of the mortal realms. As a bonus action, you gain the following benefits for 1 minute: • You gain truesight with a range of 120 feet. • You have advantage on attack rolls against aberrations, celestials, elementals, fey, and fiends. • When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Charisma saving throw against your spell save DC. On a failed save, the creature is magically banished to its native plane of existence if it’s currently not there. On a successful save, the creature can’t be banished by this feature for 24 hours. Once you use this bonus action, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

Class Features

As a Harbinger, you gain the following class features.   Hit Points   Hit Dice: 1d8 per Harbinger level   Hit Points at 1st Level: 10 + your Constitution modifier   Hit Points at Higher Levels: 1d10 (or 5) + your Constitution modifier per paladin level after 1st   Proficiencies   Armor: All non-metal armor, non-metal shields   Weapons: Simple weapons   Tools: None   Saving Throws: Wisdom, Charisma   Skills: Choose two from Arcana, Animal Handling, Athletics, HistoryInsight, Intimidation, Medicine, Nature, Perception, Persuasion, Religion and Survival    Equipment You start with the following equipment, in addition to the equipment granted by your background:   (a) a martial weapon and a shield or (b) two martial weapons   (a) five javelins or (b) any simple melee weapon   (a) a priest’s pack or (b) an explorer’s pack   leather armor and a holy symbol

Quick Build

There are two ways to quick roll a harbinger:   (1) For more of a Cleric or Druid playstyle: Roll stats and assign your highest rolls to Wisdom, Strength, Constitution in this order. Then select the Sage background.   (2) For more of a Paladin playstyle: Roll stats and assign your highest rolls to Strength, Wisdom, Charisma in this order. Then select the Solider background.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!