Base Class: Fighter
The Harbinger is a testament to both the brutality of battle and the delicate thread of life. Born from the blood-soaked soils of war, they walk the line between life and death. These fighters are not just survivors but living symbols of the consequences of conflict. Many see them as omens of devastation, yet some Harbingers see themselves as custodians of life, for it's only after facing death countless times that one can truly appreciate living. Their combat style reflects this duality, inflicting wounds reminiscent of the battles they've endured while guarding their own life with unparalleled tenacity.
Herald of Battles Past
At 3rd Level:
Channelling the memories of countless battles, a Harbinger can recall a technique from a past skirmish. Once per short or long rest, when you make an attack roll that misses, you can choose to reroll the attack. If the rerolled attack hits, you add your Strength modifier to the damage again, infusing the strike with the weight of your combat experience.
At 9th Level: The echoes of battles fought sear into the minds of your foes. The additional damage granted by this feature is now considered psychic damage. Additionally, you can use this feature twice between short or long rests.
At 15th Level: The depth of your combat knowledge and experience allows you to exploit any weakness. When you use this feature, you can choose the damage type of your entire attack, reshaping the essence of your strike to match your memories' most effective techniques.
Ominous Reputation
At 3rd level, those who have heard tales of the Harbingers' relentless might are easily unnerved by their presence. When interacting with creatures aware of the Harbinger's reputation, you have advantage on Intimidation checks.
Visions of Mortality
At 7th level, the Harbinger's close brushes with death and their time on countless battlefields grant them an uncanny ability to visualize the outcome of their actions moments before they happen. This foresight, tinged with the spectre of mortality, allows them to act with unmatched precision.
Once per long rest, the Harbinger can activate this feature as a bonus action, gaining the following benefits for 1 minute:
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Forewarning: The Harbinger gets a fleeting insight into an opponent's moves. The first attack made against them in every round has disadvantage.
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Death's Precision: The Harbinger can add a d6 to one attack roll or saving throw. This can be used after seeing the initial roll but before knowing the outcome. This dice increases to 2d6 at 12th level and 3d6 at 17th level.
The visual representation could be a slight shimmer in their eyes or a faint ghostly aura, hinting at their awareness of the thin veil between life and death.
Whispers of the Fallen
At 7th level, having been on countless battlefields, the Harbinger is attuned to the echoes of those who have perished. This connection enables them to occasionally hear whispers from beyond, granting them insights that few others possess.
Effect:
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Intuition from the Departed: Once per long rest, the Harbinger can tap into the memories of the fallen to gain advantage on a Wisdom (Insight) or Intelligence (History) check as they recall the emotions or events from past battles and conflicts.
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Guidance in Diplomacy: The whispers sometimes provide insights into the desires and fears of others. Once per long rest, the Harbinger can gain advantage on a Charisma (Persuasion) or Charisma (Intimidation) check as they channel the emotions of souls who once faced similar situations.
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Lost Secrets: Rarely, the Harbinger can glean knowledge from the dead that was otherwise lost to the world. Once per week, they can spend 10 minutes in meditation to gain a clue or hint about a historical event, place, or person, at the DM's discretion.
Aura of Impending Doom
At 10th level, the Harbinger's presence on the battlefield exudes an aura of dread, as if death itself is looming. This palpable tension affects foes, making them second-guess their actions and be wary of the Harbinger's next move.
Effect:
Enemies within 10 feet of the Harbinger have disadvantage on saving throws against being frightened. Additionally, the first time an enemy enters this aura or starts their turn in it, they must make a Wisdom saving throw against a DC (8 + your proficiency bonus + your Charisma modifier). On a failed save, they are restrained until the start of their next turn as visions of their potential demise cloud their actions.
At 15th level, the foreboding presence of the Harbinger intensifies. Enemies now not only feel the weight of their potential demise but also suffer from the mental strain of confronting their darkest fears in the Harbinger's presence.
Effect:
Enemies within 10 feet of the Harbinger still have disadvantage on saving throws against being frightened. Additionally, when an enemy enters the aura for the first time on a turn or starts their turn in it, they must make a Wisdom saving throw against a DC (8 + your proficiency bonus + your Charisma modifier). On a failed save:
- They are restrained until the start of their next turn as visions of their potential demise cloud their actions.
- They suffer 2d6 psychic damage as the weight of the Harbinger's aura assails their mind.
Legacy of the Battleground
At 10th level, the Harbinger's tales of valour and might echo in every tavern and market square. This widespread renown, derived from countless battles, enables the Harbinger to influence situations using the weight of their reputation.
Effect:
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Voice of Renown: If the Harbinger isn't already proficient in Persuasion, they gain proficiency now. When recalling past battles or invoking their reputation, they can apply double their proficiency bonus to any Charisma-based check (Persuasion, Intimidation, Deception, Performance) where their renown is relevant.
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Echoes of Respect: In settlements familiar with the Harbinger's legend, they are often greeted with admiration. This can manifest as offers of shelter, gifts, valuable information, or even assistance in challenging situations, as locals recognize and wish to aid or appease such a storied warrior.
Herald of Catastrophe
At 15th level, as the Harbinger's legend grows, so too does their connection to the doom they herald. Their strikes carry the weight of countless battles, and their very presence on the battlefield can shift the tide of war.
Abilities:
1. Dreadful Strikes:
The Harbinger's attacks exude a chilling sense of impending doom. When landing a weapon attack, the Harbinger can opt to deal additional psychic damage equal to their Charisma modifier. This feature can be used a number of times equal to their Charisma modifier, replenishing all uses after a short or long rest.
2. Echo of the Fallen:
Every foe the Harbinger defeats serves to magnify their prowess. Upon reducing an enemy to 0 hit points, their next attack roll is made with advantage. If another enemy is within melee range, the Harbinger can unleash this subsequent attack immediately as a bonus action, capitalizing on the momentary lapse in the enemy's defence.
3. Witness of Legends:
Once per long rest, the Harbinger can tap into their legendary status to either inspire allies or instil dread in adversaries. Using an action, they can vividly narrate a tale of a past battle, electing one of the following effects:
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Empower: Allies within 30 feet gain temporary hit points equal to 15 + half the Harbinger's fighter level + their own Constitution modifier.
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Intimidate: Enemies within 30 feet that hear the Harbinger's tale must succeed on a Wisdom saving throw (DC = 8 + proficiency bonus + Charisma modifier) or be consumed by fear, gaining the frightened condition for 1 minute. Affected enemies can reattempt this saving throw at the end of each of their turns.
Omen of the End
At 18th level, the Harbinger becomes a manifestation of destiny's endgame. Their very presence on the battlefield heralds a conclusion, whether it be triumphant or tragic.
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Doombringer: Whenever the Harbinger critically hits with an attack, the sheer force of their legendary reputation manifests in a devastating way. The target and enemies within 10 feet of that target must make a Wisdom saving throw (DC = 8 + proficiency bonus + Charisma modifier). On a failed save, enemies are paralyzed with fear for 1 round and take 6d8 psychic damage plus the Harbinger's Charisma modifier + their Fighter level. On a successful save, they take half the damage and are not paralyzed.
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Last Stand: In the most dire of circumstances, the Harbinger stands as a bulwark against despair, inspiring their allies to fight with renewed vigour. Once per long rest, as an action, the Harbinger can invoke the depth of their legendary status and the memories of battles past to create a 30-foot aura around them for 1 minute.
- Allies within this aura gain a bonus to their damage rolls equal to the Harbinger's Charisma modifier.
- Any healing received by allies within the aura has its potency increased by an amount equal to the Harbinger's Fighter level.
- Whenever an ally within the aura is subjected to an effect that would leave them incapacitated or paralyzed, they can immediately make a saving throw against the effect, even if the effect doesn’t normally allow a save. On a success, the effect is negated.
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Unyielding Determination: The Harbinger's force of will and indomitable spirit keep them standing when others would fall. Once per long rest, when the Harbinger would be reduced to 0 hit points, they instead drop to 1 hit point. For the next minute, they become immune to all damage, but when this effect ends, they fall unconscious and begin making death saving throws.
Legacy's Weight
At 18th level, as the Harbinger's legend grows, so does their connection to the broader fabric of the world's narrative. Their presence and deeds are felt not just on the battlefield but in the annals of history, the whispers of the common folk, and the very land that has witnessed their triumphs and tragedies. Their legacy isn't just a tale; it's a force of nature.
Voice of the Legend:
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Inspire: By recounting tales of their valour and perseverance, the Harbinger can rally communities to significant actions, such as defending their land, embarking on quests of importance, or rebuilding what was once lost.
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Deter: Their stories of might and dominance can serve as warnings, deterring foes, preventing conflicts, or causing potential adversaries to reconsider any aggressive intentions.
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Counsel: Offering sage advice built from their vast experiences, the Harbinger can guide communities, leaders, and even entire nations through crucial decisions and pivotal moments in history.
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Command: Once per long rest, they can call upon those deeply influenced by their legend. This power could result in a band of warriors joining their cause, townsfolk providing crucial resources or sanctuary, or past allies rallying to their side. The specifics and scope of this aid are at the DM's discretion, but should always be significant.
Land's Memory:
- Locations of importance in the Harbinger's journey reverberate with their influence:
- Lands where they achieved significant victories might see prosperity, becoming hubs of trade or canters of learning.
- Battlefields where they've fought might become places of remembrance, with monuments erected and tales of the Harbinger's valour told for generations.
- Areas where they faced adversity or even defeat serve as solemn, reflective sites, perhaps becoming pilgrimage destinations for those seeking to understand the weight of sacrifice.
Gifts of Legend:
- The world itself, now deeply intertwined with the Harbinger's story, grants them boons of power:
- Once per long rest, they can call upon their legendary stature to automatically succeed on any single saving throw, skill check, or ability check.
- The tales of their deeds, the hopes, and the fears they've instilled in the hearts of many act as a protective ward. When they roll a 1 on an attack roll, ability check, or saving throw, they can treat it as a 20 instead.
Previous Versions
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