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Harbinger


Hit Points

Hit Dice: d4 per Harbinger level
Hit Points at first Level: 15
Hit Points at Higher Levels: 15 x character level

Proficiences

Armor: Light armor
Weapons: Simple Weapons, Small arms
Tools: Augury tools of choice (Bone, tarot, etc)
Saving Throws: Wisdom, charisma
Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Overview & Creation

  • -What are we gonna do today Ferb?
  • -Sell our souls to Satan.

 


Class Features

1st level

  • Subclass
  • Spellcasting
  • Pact Boon: Pact of the Blade, Pact of the Chain, or Pact of the Tome, as detailed in the Warlock Class on page 107-108 in the PHB
2nd level
  • Rites: You learn 2 rites, one active and one passive, and can perform them to activate the powers bestowed upon you. You learn additional rites from either list at levels 5,7, 9, 12, 15, and 18. Additionally, you may exchange one rite for another rite on the same list. You activate your rite by damaging yourself with your ritual Dagger, taking damage equal to the Rite Cost.
  • Harbinger Rites
3rd level
  • Ritual: Augury Using your chosen tools, you may cast augury as a ritual once per long rest, asking for your patron's guidance. Your patron may also use this time of communion to offer new information, answer questions, or give you tasks.
  • Subclass Feature
4th level
  • Ability score improvement
5th level    
  • Ritual: Sacrifice You may sacrifice a creature or object to your patron once a week. IF your patron accepts and is pleased by this sacrifice then your Rites gain empowerment. If your sacrifice is distasteful to your patron then they may revoke or refuse certain calls to their power until an appeasement is made, and your rite loses 2 tiers of empowerment. If a sacrifice is not offered, then your rite loses 1 tier of empowerment. Some patrons may be satisfied with certain actions preformed in their name in lieu of a material sacrifice
    6th level
  • subclass feature
7th Level
  • Ritual: Divining Sacrifice During your sacrifice, you may cast Divination as a ritual, your sacrifice may take the place of material components required for this spell.
8th level
  • Ability score improvement
9th level
  • Ritual: During your sacrifice you may cast Commune as a Ritual, And a pleasing sacrifice will empower your rites up two tiers.
10th level
  • subclass feature
11th level
  • Faithful Rites: The First Rite you invoke per day requires no blood from you, you may choose to pay the cost anyway to empower the rite 1 tier more for this casting.
  • Greater Rite: Learn 1 harbinger spell of 6th level, you may cast this spell once per long rest. You may cast this spell again before your next long rest by sacrificing 1d4+6 Hp
12th level
  • Ability score improvement
13th level
  • Greater Rite II: Learn 1 harbinger spell of 7th level, you may cast this spell once per long rest. You may cast this spell again before your next long rest by sacrificing 1d6+7 Hp
14th level
  • Subclass feature
15th level
  • Greater Rite III: Learn 1 harbinger spell of 8th level, you may cast this spell once per long rest. You may cast this spell again before your next long rest by sacrificing 1d8+8 Hp
16th level
  • Ability score improvement
17th level
  • Greater Rite IV: Learn 1 harbinger spell of 9th level, you may cast this spell once per long rest. You may cast this spell again before your next long rest by sacrificing 1d10+9 hp
18th level
  • Greater Rite V: You may damage a charmed or willing creature to pay for your greater Rite's cost.
19th level
  • Ability score improvement
20th level
  • Subclass feature

 


Starting Equipment


 


Spellcasting

The Harbinger Table shows how may spells you know and slots you have. You regain your spell slots on a short rest. Whenever you gain a level in this class you may exchange one of your known spells with another you can cast on the harbinger list. You may only learn a spell of a level you can cast.   Charisma is your spellcasting stat, and your ritual dagger is your arcane focus.   Harbinger Spell List  


 


Subclass Options

Pact of The Hive At 1st level

  • Your magic is granted by the Swarm Queen, you gain darkvision to 60 feet, and the ability to see through the eyes of any insect within 30 feet of you. You may make a charisma contest with this insect to control it's movement while you see through it's senses. You learn the infestation cantrip
  • The following spells are added to the Harbinger List as options for you to choose when selecting spells:
  1. Animal Friendship, Ensnaring strike
  2. Blur, Web
  3. Blink, elemental weapon
  4. Giant Insect, Phantasmal killer
  5. Destructive wave, insect plague
At 3rd level
  • Knight of the Swarm Queen: You gain proficiency in hard light generators, and medium armor. You may bond with a simple or martial weapon that lacks the special, ranged, or heavy traits. This bonded weapon uses your charisma modifier for attack and damage rolls. This feature can be bestowed upon any Pact Weapon, regardless of its traits.
  • Marked By Darkness: Once per long rest you may use a bonus action to Mark an enemy within 60 feet, this enemy takes an additional 1d8 necrotic damage whenever you damage it with an attack. When this target dies, you regain Hp=1d4+charisma modifier. You may use a bonus action on the following turn to move the mark to another enemy within 30 feet of the target.
At 6th Level
  • Cursed Thrall: Once per long rest, when you slay a humanoid you may cause the swarm to infest its body, raising it as an engorged glowing husk. This husk takes its turn immediately after yours, and spends its turn moving as close as it can to a target of your choice. This creature will explode when either you use a reaction to detonate it, it takes damage, or has survived for 3 full turns. This explosion is a 10 foot radius sphere, and creatures affected must make a dex save against your spell save DC, taking 10d4 damage on a fail, or half as much on a success
At 10th Level
  • Queen's Grace: Whenever you are targeted by an attack, you may choose to create a shield of crystalline darkness in a space in front of you. This Shield offers you 3/4 cover until the start of your next turn. You cannot use this feature again until you take a short or long rest, or slay a target suffering from your mark, bestow curse, or hex.
At 14th Level
  • Virulent Bomb: Whenever your Cursed thrall detonates, all affected creatures must make a constitution saving throw against your spell save DC. Creatures that fail this saving throw become cursed thralls themselves once they die, if they die within the next minute.
At 20th level
  • Champion of the Swarm: As an avatar of the Queen's Will, you may invoke her wrath as an Action once per long rest. For the next hour you gain a flying speed of 60 feet as you ride the swarm, as well as emanate an aura of pain , this aura is a 30 foot radius around you, causing all creatures who start or end their turn within the aura to take 2d10 necrotic damage as they are bitten and stung. You have advantage on all Strength, Dexterity, and Constitution saves while in this state.
Pact of the Living Flesh At 1st Level
  • Your magic is granted by the Flesh that Hates, the psychic hivemind of Old Earth, infecting you with a specialized form of it's accursed mutagens. Any spell or effect that attempts to alter your form automatically fails unless you allow it, and you learn the primal savagery cantrip.
  • The following spells are added to the Harbinger List as options for you to choose when selecting spells:
  1. Command, dissonant whispers
  2. Detect thoughts, Magic mouth
  3. Animate dead, gaseous form
  4. Dominate beast, evard's black tentacles
  5. Dominate person, contagion
At 3rd Level
  • Mutable Flesh: You learn the Alter Self spell, and may cast it a number of times per short rest equal to your charisma modifier..
  • Awakened Mind: You may speak in the mind of any creature that you can see within 30 feet of you. The creature must have an intelligence greater than 5 to understand you.
At 6th level
  • Shifting Form: Whenever a creature makes an attack roll against you, you can distort your form to impose disadvantage on the roll, if the attack misses, you have advantage on your next attack roll against them. You must complete a short or long rest to use this feature again.
  • Numbed Flesh: Your HP increases by an amount equal to twice your level, and you gain an additional 2 hp every time you level up in this class.
At 10th Level
  • Mutant Mind: Your mind is alien, and unknowable. Hostile territory for any who dare to tread. You gain resistance to psychic damage, and are immune to mind reading abilities unless you allow it. Additionally, whenever you take psychic damage, the offending creature takes the same amount you do.
At 14th Level
  • Hostile Infection: Once per long rest, you may make a special melee spell attack roll against a creature. That creature must must make a constitution saving throw against your spell save DC, taking 8d10 necrotic damage on a fail, and half as much on a success. Additionally, creatures that fail the roll are infected. You may cast Command as an action without expending a spell slot targeting only this creature, and they have disadvantage on their save. You may do this as long as the target remains infected. The infection ends if the creature is targeted with greater restoration, or you take a long rest. If an infected creature dies, then they are raised as a Zombie under your command at the start of your next turn
At 20th Level
  • Colossus of Flesh: once per long rest, As an action You morph and transform into a Goliath of pulsating flesh, for the next hour Your size becomes Huge. You Regain 10 Hp at the start of each of your turns, Any spell you know with a casting time of 1 action may instead be cast as a bonus action. And enemies within 10 feet of you have disadvantage on saving throws against your spells or class features.
Pact of the Daemon Lord At 1st level
  • Your magic is granted by a Hell Lord, you gain darkvision to 60 feet, and learn the Create Bonfire cantrip. You gain resistance to Fire damage
  • The following spells are added to the Harbinger List as options for you to choose when selecting spells:
  1. Burning hands, command
  2. Blindness/Deafness, scorching ray
  3. Fireball, stinking cloud
  4. Fire Shield, wall of fire
  5. Flame strike, hallow
At 3rd level
  • Lifedrinker: Whenever you reduce a creature to 0 Hp, you regain Hp=1d4+ your charisma modifier
  • Grisly Ritual: Whenever you invoke a rite, you may cause any creature that can see you to have to make a DC13 wisdom save or be frightened by you until the start of your next turn
  • At 6th level
  • Lucky Devils: Once per short or long rest you may add 1d10 to an attack roll, ability check, or saving throw. You may do this after you roll but before you know the results of the roll.
  • Sacrificial Rite: You may use an incapacitated, Unconscious, or willing creature to pay for your active Rite Costs. This creature takes triple the Rite cost, and this casting of this rite is considered 1 tier higher than it normally would be. If you are already at Rite tier 3, then you regain HP equal to your charisma modifier.
At 10th level
  • Fiendish resilience: Once per short rest you may use a reaction when you take damage to gain resistance to the triggering damage type, including the triggering damage. This resistance lasts until your next short rest. Magical or silvered weapons bypass this resistance.
At 14th level
  • Hurl through hell: When you hit a creature with this attack, you can use this feature to teleport them to the domain of your patron. At the end of your next turn, they reappear in their previously occupied space or the nearest available location. If they are not a fiend, they take at least 10d10 psychic damage, more depending on your current relationship with your patron.
At 20th level
  • Devil Trigger: You Channel a facsimile of your patron as an action, once per long rest, For the next hour you are given an ethereal demonic specter that covers you and mimics your movements. In this state, you have resistance to all damage, and attack rolls you make are a critical on rolls of 19 or 20. You may use a bonus action on each of your turns to teleport to a spot you can see within 90 feet. All of your attacks deal an additional 1d10 force damage.
Pact of the Fae At 1st Level
  • Your magic comes from one of the Lords or Ladies of the Fae Courts, and you gain advantage on all affects that attempt to charm you or put you to sleep. You have advantage on seeing through illusions and learn the friends Cantrip
  • The following spells are added to the Harbinger List as options for you to choose when selecting spells:
  1. Faerie Fire, Sleep
  2. Calm emotions, phantasmal force
  3. Blink, plant growth
  4. Dominate beast, greater invisibility
  5. Dominate person, seeming
At 3rd level
  • Fey Presence: As an action you may cause each creature of your choice in a 10 foot cube centered on you to make a wisdom saving throw against your spell save Dc, and are charmed by you on a failure. This Charm lasts until the end of your next turn.
  • Sweet Sacrifice: You may cause a creature charmed by you to pay for your active rite cost, this will end the creature's Charm status.
At 6th level
  • Misty Escape: Whenever you take damage, you can use a reaction to vanish, turning invisible and teleporting to a spot up to 60 feet away in a location you can see. You are invisible until you cast a spell, attack, or end your next turn. You must take a short or long rest before you can use this feature again.
  • You gain proficiency in persuasion and deception. If you already have either of these proficiencies, gain expertise instead for that skill.
At 10th level
  • Beguiling defenses: You are immune to being charmed, and when a creature attempt to charm you may cause them to make a wisdom save against your spell save DC or be charmed themselves for the next minute, or until they take damage.
  • Honeyed Words: When you use your sweet sacrifice on a charmed creature, instead of ending the effect they make a wisdom save with advantage against your spell save DC
At 14th level
  • Dark Delirium: As an action, choose a creature within 60 feet of you, it must make a wisdom saving throw against your spell save dc, on a fail it is charmed or frightened for the next minute, For the duration, the target perceives only itself, you, and illusory surroundings of your choice. The creature can repeat its saving throw any time it takes damage. You must finish a short or long rest before you can do this again.
At 20th level
  • Pure Majesty: Once per long rest, as an action, you enter a majestic state. For the next hour, All creatures that see you must make a Wisdom saving throw or be charmed, a creature that succeeds this saving throw is immune for the next 24 hours or until it hits you with an attack. Additionally, whenever a creature targets you with an attack, they must make a wisdom save or choose a new target. If they succeed, they have disadvantage on the attack roll. You may use an action on your turn to target creatures charmed by you up to an amount equal to your charisma modifier, and subject them all to a group Dark Delirium. While in this hallucinatory state, you have complete control over the target's perception of time, space, and any sensory information. This lasts for 1 minute or until you take damage. You can do this during your majestic state a number of times equal to your charisma mod.

 


Created by

Caelian413.

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