Base Class: Fighter
A proud farmer tends to her crops, as the last of the summer winds leave the countryside. Her spear ever by her side, as a new goblin raid might be round the corner. Surrounded by her loved ones, no one could really wish for more other than a short winter to come. But if it comes to that, be sure she is ready to do everything to protect her family and its name.
An elf dressed in his finest armor, decorated with the sigil of his household. He is ready to ride in the tournament. Everyone is here, even the king's daughter. Is this the moment when he finally makes a name for himself? Maybe a farmer, mason or carpenter in everyday life. It does not hide the ugly scars he carries with him. Either from warfare, a catastrophe, or famine. Something has to be done, you think, as you turn your horse around towards the king. And lower your lance.
Seclusive about their beliefs, the annual harvest festival ensumes. While others tend to their church, the family chooses to say their own quiet blessing, before returning to work, as there is plenty of it. If her time in the war taught her anything, it is to value what's happening right here and now; her family depending on it. Some keep to their own, serving a household god, or a long forgotten deity no longer served by rest of society. Some call them pagans for this simple reason, even though they've committed no wrongdoing. Some chose to spread the word of their god in order to tend to their holy cause, while some stay secluded in the obscurity that is the local patron.
No matter their background, a family is very important for the herald, always carrying with him a sigil of his household, often as brodery or marking on a banner or shield. Maybe even a crest on the helmet you inherited from your great grandfather, or a family heirloom gathering dust on the wall of your home
A Proud Sense of Home
The Herald uses the power of his or her sigil to remind him of home. Maybe the day in the field has taken its toll on an old body, or maybe an old battle scar refuses to heal. In times of these, the herald tends to his own, who in turn take care of him. The thought of a homestead, and a sigil to remind him of this, is something the herald holds dear.
Making a Name for Yourself
Nothing is dearer to the herald than his or her name. That being their own name, or the entire clan or family. From this, the herald draws its inspiration, power, and love for others. A farmer, war veteran or local patriot usually has a well known name in society. Some are born orphans, urchins, without no name for themselves. These are often seen as knight errands, outriders, or even thieves. To own something of their own, not even riches, but a name to be remembered for ages to come.
Noble, not naive
Disbelief in the system is something a farmer has experienced first hand. Taxes from an ever absent lord, bad crops, famine, or even prosecution of own believes. Each duchy has its duke and duchess, who in turn answer to a baron or the king himself. But who fights the war, but the common man? Respectful, sure, but independent nonetheless. You`ve done your part, that should be more than enough for those with power. Maybe the circumstances demand you pick up arms again, however reluctant. Or willing.
Natural Healers
Tending to yourself, means being able to know how to. Heralds have knowledge of their surroundings, the natural fauna and the circle of life. They use this knowledge passed down by their ancestors, to heal and take care of those dear to them. Herbs, plants and even animal parts are ingredients the herald knows by heart.
Motto
Tied to your sigil, is the motto of your household name, or something dear to you. The motto might have been inherited for generations, making it your own property. Shouting out your motto, you are able to perform heroic deeds to aid in yourself and others battle, e.g. “One for all, and all for one!” You have a limited amount per long rest that you can use this feature, and you have access to all motto effects at the level stated.
Beacon
As an action, rally your allies within 10 feet of you, giving them +1 to their AC for 1 minute
Empathy
As a reaction, forego your turn, and give 1 ally an extra action in combat
Friendly
As a bonus action, give an additional bonus action to an ally
Inspiring
As an action, give one ally advantage on initiative rolls for 10 minutes
Paganism
As an action, use a motto to cast a spell you already know. You do not have to cast this spell as a ritual.
Savior
Give an ally advantage on a death saving throw using your reaction. You have to be able to see your ally.
Unselfish
As a reaction, step in front of an adjacent friendly to make the enemy attack you instead. You have to be able to see your ally, and declare this reaction before the DM states that it hits. Then the enemy uses its attack roll against your AC instead. This feature cannot be applied to spells that requires the target to make a saving throw.
War Cry
As an action; shout out your motto and to affect a number of creatures equal to your wisdom modifier (minimum of 1). Enemies in a 30 feet radius of you makes a wisdom saving throw against your intimidation check, or becomes frightened for 1 round
Warrior
As a reaction, go first in initiative, but you have to attack with a reckless attack. This effect lasts until your next turn, then you immediately suffer 1 point of exhaustion
Scar
Your experience in life has given you a scar that you carry with you, which gives you proficiency in the following skills. If already proficient, you gain expertise.
Missing Finger
Gain proficiency in the Sleight of Hand skill
One Eye
Gain proficiency in the Insight skill
Scarface
Gain proficiency in the Intimidation skill
Smallpox
Gain proficiency in the Medicine skill
Tattoo
Gain proficiency in the History skill
Sigil
Every herald has a sigil of their name to guide them. You can only have one sigil, and cannot choose another sigil once settled.
Animal
An animal might represent grace, sturdiness or raw strength. This sigil gives you proficiency in animal handling, and expertise if already proficient. You also gain the ability to cast Speak with animals or Beast sense as a ritual once per long rest. This skill increases to twice per long rest at 10th level. The sigil may take the form of a beast of your choosing.
Patron
Many families follow a household god, as opposed to the conventional gods of their community. A sigil of your patron gives proficiency in religion checks, and expertise if already proficient. You also gain the ability to cast Cure wounds at 2nd level as a ritual once per long rest. This skill increases to twice per long rest at 10th level. Wisdom is your spellcasting ability for this spell. The sigil may take the form of a patron of your choosing.
Plant
The plant sigil reflects your family`s tie to nature, agriculture and natural way of things. This gives you proficiency with the herbalism kit and the survival skill, and expertise if already proficient. You also gain the ability to cast Speak with plants as a ritual once per long rest. This skill increases to twice per long rest at 10th level. The sigil may take the form of a plant of your choosing.
Weapon
Your household might have traditions with warfare, being a proud line of soldiers or militants for the local ruler. Double your proficiency bonus for attacks with this type of weapon for the next minute once per long rest, and the weapons attacks are considered magical for this duration. The sigil may take the form of a weapon of your choosing.
Sturdy
At 7th level you embrace the hardy nature of your background as a common man, giving you advantage on 3 death saving throws per long rest.
Heraldic Archetype
A Herald is forever defined by his background; choose one of the following archetypes
Knight Errant
An outrider, hedge knight, or even outcast. The Knight Errant fights for pride and glory wherever he can, mostly in tournaments. Maybe to honor the family name, or maybe to repair a bad reputation. Bound by a strong sense of pride, the Knight Errant tries to conquer the world one step at a time.
- You have a mount of your own, with its own armor and satchel bag. This might be a war horse, bear or an eagle. You are proficient in every attack you make while on your mount, and double your proficiency bonus if you use a lance
- Spending 1d4 weeks, you have recruited a Sidekick (use the UA template for Sidekicks at the DMs discretion) to serve as a loyal ally during your travels. The squire has its own stats, and its own mount; a donkey or a big dog. The squire attains your alignment, is ever faithful to you, and regards you as a mentor figure
- The squire can use its reaction to step in front of an adjacent friendly to make the enemy attack the squire instead, following the same effect as your motto, and acts on your turn in combat
Outlaw
Stick it to the man! The outlaw knows what needs to be done to survive in a system that works against you. Having learned your way around town, you know how to adapt, or seemingly appear just and righteous.
- You gain expertise in Sleight of hand, Deception and Thieves` Tools
- You can sneak in heavy armor without receiving a penalty
- Once per long rest, you can add 4d6 damage to an attack you make with a finesse weapon. This ability increases to two times at level 15.
Pagan
Not necessarily welcomed in the local church, but not necessarily a cultist either. The pagan does not always believe in conventionalism, and choses to worship in his own ways. Some families have long traditions of worshipping their own gods, and to seek to this deity for guidance. The Pagan can use the power of its deity and ancestors to cast magic and provide healing powers. Wisdom is your spellcasting ability for your spells.
- You gain proficiency with the herbalism kit and the Survival skill, gaining expertise if already proficient
- You can cast Mass healing word at 4th level once per long rest
- You can cast Commune with nature as a ritual once per long rest
- You can cast Greater Restoration as a ritual once per long rest
War Veteran
The tides of your history might have taken its toll. You could be glad that a conflict or war is over, or you could look forward to the next. Needless to say, you are often experienced in warfare and what follows.
- You gain proficiency in wisdom saving throws
- Once per long rest, you can add a d4 to your saving throws for the next hour
- Choose on additional scar, gaining expertise if the skill is already known. You can't choose the same scar as before
Honest Work
Choose Artisan`s Tools that relates to your profession. You are proficient with these tools.
Raise the Banners
Choose a number of creatures equal to your wisdom modifier (minimum of one). These allies gain your wisdom modifier on their initiative roll, and your fighter level in temporary HP
Legend
- If you drop unconscious, you can make an attack with advantage to an enemy. If the attack hits, its automatically a critical hit, and you return with 1 HP
- Regain all uses for your motto after a short rest
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