Base Class: Paladin
You have been chosen to deliver the message of Tyr. Paladins who swear this oath commit to a life of proselytizing, exposing falsehoods, and dispensing justice. As a herald, you travel the countryside in search of those who will hear your message; that all people should be free from tyranny, corruption, and lies. You are duty bound to uphold the virtue of your message. When you encounter injustice, you must rectify it.
Sometimes called prophets, harbingers, or couriers, these Paladins embody the unyielding force of justice. It is best not to stand between a Paladin sworn to this oath and the unworthy soul they oppose.
Tenets of the Herald
An Oath of the Herald Paladin swears to be the voice for the unheard
Public Servant. It is my job to serve the needs of the people.
Altruism. The greatest good is always to fight for the truth though sometimes, I must play the long game before the greatest good can be achieved.
Speak Truth to Power. No matter your station, you must expose the lies of wrongdoers.
Reveal Injustice. When faced with injustice against those who cannot right it, I must reveal it to those who have the responsibility to fix it. If they refuse to fix the injustice, it could mean their reputation...or their life.
Oath Spells
You gain oath spells at the paladin levels listed.
| Oath of the Herald Spells | |
|---|---|
| Paladin Level | Spells |
| 3rd | Guiding Bolt, Zephyr Strike |
| 5th | Zone of Truth, Silence |
| 9th | Ashardalon's Stride, Sending |
| 13th | Find Greater Steed, Freedom of Movement |
| 17th | Commune, Far Step |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Trailblazer. As a bonus action, you can use your Channel Divinity to imbue yourself with holy fire. For 1 minute, you can take the Dash action as a bonus action. When using this ability, you do not provoke attacks of opportunity. When you take the Dash action in this manner, a line of radiant fire appears following your path, lasting until the end of your next turn. During this time, affected areas are considered difficult terrain and creatures starting their turn within or entering the area take 1d6 radiant damage.
You can expend one spell slot to increase the damage done by this channel divinity. The extra damage is 1d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6.
Deliverance. You can use your Channel Divinity to deliver yourself and allies from harm. As an action, you magically teleport yourself and up to four willing creatures you can see within 5 feet of you, along with any equipment they are wearing or carrying, to a location you are familiar with, up to 1 mile away.
Aura of Heraldry
Starting at 7th level, you forge a telepathic link between yourself and any friendly creatures of your choice within 10 feet, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren’t affected by this aura. The targets can communicate telepathically through the bond whether or not they have a common language.
Any creature that shares this bond also gains a bonus to their ability checks and saving throws equal to your proficiency bonus.
At 18th level, the range of this aura increases to 30 feet.
Unshackled Soul
Beginning at 15th level, you increase your walking speed by 15 feet. In addition, you cannot be restrained, grappled, or paralyzed and you cannot have your speed reduced by any means. Moving through difficult terrain costs you no extra movement.
Divine Messenger
At 20th level, you can assume the form of an angelic messenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:
- Wings sprout from your back and grant you a flying speed of 60 feet.
- You have advantage on all Chrisma and Constitution checks.
- Whenever a creature damages you, it takes radiant damage equal to half the amount it dealt to you.
This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.
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