Base Class: Bard
In every army there are leaders who surpass the average cold-hearted mercenary, battle-scarred veteran, or wizened drill instructor, not so much in their skill at arms but in their ability to inspire and lead others. Heralds are such captains and warriors on the fields that have mastered the art of leadership, they use this leadership to hone and put a keen edge on their troops they command. They often tap into the reserves of their parties allowing them unimaginable feast of courage, bravery and preservation. Many times you will see a herald on the field with a Halberd with a banner attached to it, then again sometimes heralds just carry around a trumpet and a one handed weapon.
Bonus Proficiencies
When you join the College of Hearlds at 3rd level, you gain proficiency with Heavy armor and the Halberd.
If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.You may also use a trumpet as a focus.
Fighting Style
At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options, at 10th Level you get to choose one additional. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Commanding Inspiration
Understanding Tactics and how a battlefield flows, the bard can now use his inspiration dice to generate a different effect instead of the standard. If the Herald chooses the alternative affect the original effect of the Bardic inspiration is replaced for that application. You may pick 3 to begin with then an additional one at Level 6, 10, 14.
Courageous Inspiration
Understanding the psychological affects on the mortal mind in combat you have learned how to create a steely reserve in your allies. Allies gain Advantage on one Wisdom Save or can shake off one frighten affect making them immune for a short time.
Flank Maneuver
You see weakness on enemies, more so you understand that when there is two surrounding one target how that can assure that a strike find a opening. so long as there is at least two allies in melee combat with an enemy you can grant one of your allies an automatic hit not matter the AC of the enemy. This is a marginal success and can not be a critical.
Guided Movement
Being able to read the lay of the land with your instruction all allies with in 60 feet of you can now move an additional 20 feet of movement. You may not use another commanding inspiration while this is active. You may choose to drop this at anytime.
Inspirational Resistance
The Herald understands how weapons and magic impact and damage enemies, because of this he is able to instruct their allies to gain resistance to all forms of damage for one round.
Last Stand
In combat sometimes you have to do things that may not seem possible. Through your time in combat you recognize when combatants are at their limits and when they're not. You may bring an Ally that is downed to 1 hit point + your charisma Modifier.
Rallying Vigor
The Herald can do a heal that affects all allies in a 20 foot radius, for this particular ability you may expend more than one bardic inspiration. For each Bardic Inspiration you use add 1D8.
Shake it off
Through out your time in pushing troops and soldiers to march long and hard miles and distances, you have learn how to inspire your men to ignore the effects of Exhausting. You may remove one level of Exhaustion.
Stand your Ground
You know how to reinforce the ideals of holding a line in combat, with that you bend the weave to reinforce the physical Constitution of your allies. All in a 20ft. Radius of you gain Temporary Hit points equal to Bard level + Charisma Modifier + 1D6
Tactical Inspiration
The Herald understanding the battle field can now preempt the enemies movements. You give tactical inspirations to your allies allowing them to use your Inspiration dice for one of three manuvers
1. They can improve one of their attacks to have a critical range of 18 - 20, they must decided to use it before they roll the attack.
2. If an attack misses them, they may choose to use their reaction to take a Opportunity Attack on the Enemy. Your ally can use this after hearing the result of the attack against them. They must have their Reaction to do this.
3. Your ally may move in and attack and then us the free movement ability to move out of melee with out being the target of an Opportunity Attack
War Weaving
Understanding how the fight is going to play out you can grant a spellcaster advantage on one ranged spell attack and a single concentration check.
Commanding Voice
Starting at 6th level, Not everything in a heralds life is military and commanding troops. Some times a herald has to talk to the dilatation and diplomats. All Heralds gain expertise in Persuasion and Intimidation skills. Twice per day you can spend a bardic inspiration to give your self advantage on one of the two rolls, Persuasion and Intimidation.
Iron Standing
Starting at 14th Level, By taking a stand you are able to bend the Weave around you and infuse all allies with in 30 feet of you to gain temporary hit points equal to your Bard level, that last for 10 minutes. These temp Hit points can be applied to allies in a down state, if so they are able to come back and fight again. If the allies have failed their death saving throws for the 3rd time this has no affect on them.
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