Harbinger - WIP

Created by GabeGrimoire
Harbingers are warriors who are almost always heard first and seen after, not the other way around. They have dedicated themselves to the pursuit of organized warfare, from inspiring commands and cunning tactics, to rallying cries. The mere presence of a Harbinger is enough to instill fear in their enemies, and courage in their allies.  

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Expanded Tactics

3rd-level Harbinger feature   You gain Proficiency with one of the following Skills of your choice: Intimidation, Persuasion, or Performance.    

Rallying Cry

3rd-level Harbinger feature   You know how to rally your allies, and to inspire them to fight past their injuries. As a Bonus Action or when you use your Second Wind feature, up to four Friendly creatures of your choice within 60 feet of you regain an amount of Hit Points equal to 1d4 + your Fighter level, provided that the creature can see or hear you.   You can use this feature a number of times equal to your Charisma modifier (minimum of 1), and you regain all expended uses when you finish a Long Rest. You do not expend a use of this feature if you used your Second Wind feature. The die used for this feature changes when you reach certain levels in this class, starting at 5th level (1d6), then again at 9th (1d8), and 15th (1d10).  
 

Call for Reinforcements

7th-level Harbinger feature   As an Action, you let out a booming cry that can be heard up to 300 feet away. Depending on your surroundings, your cry might result in different outcomes. Choose one of the following effects, unless your GM says they'll choose for you:
  • More Bodies. Choose an unoccupied space 120 feet or more away from you: 1d2 Rallied Spirit creatures appear at that spot using the Guard stat block. The spirit resembles a creature commonly found in the area. It disappears when it drops to 0 Hit Points. It is an Ally to you and your companions. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it akes the Dodge action and uses its move to avoid danger.
  • Stronger Bodies. You use your Second Wind feature without expending a use of it.
Once you use this feature, you can't do so again until you finish a Long Rest.  
 

Bulwark

10th-level Harbinger feature   You can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, Wisdom, or Charisma Saving Throw and you aren't Incapacitated, you can choose one Friendly creature within 60 feet of you that also failed its Saving Throw against the same effect. If that creature can see or hear you, it can reroll its Saving Throw and must use the new roll.  
 

To Battle!

15th-level Harbinger feature   You are a living symbol for things to come, granting you the following benefits:
  • Initiative Bonus. You have a bonus on Inititive rolls equal to 2 + your Charisma modifier.
  • Improved Rallying Cry. When a creature is healed from your Rallying Cry feature, they have a +2 bonus on the next Attack Roll and Damage Roll they make, or until 1 minute has passed.
  • Even More Reinforcements. If you use the More Bodies part of your Call for Reinforcements feature, you summon an additional 1d4 Rallied Spirits.