Fighter
Base Class: Fighter

The Herald Collegium has been turning out warrior  heralds to help in wars for hundreds of years. Advanced training, a loyal companion, and the ability to call upon others both at the college and abroad have led many Heralds to become hero's throughout history. Each warrior herald is different as they pick and choose how to specialize their skills and knowledge to overcome their own unique challenges and quests.

Companion

You have been Chosen by a special Celestial Horse who acts as your Companion. They are intelligent and capable of assisting you in battle if asked.

Companions are universally all white with crystal blue eyes. Companions are not animals and though they understand when others may treat them as horses, they will not tolerate the same treatment from their friends. In order to keep your companion (and this class feature) you must do your best to provide a (Comfortable) lving style whenever possible. Circumstances such as covert operations are acceptable reasons for this requirement to be waived. Otherwise the Companions expect to be treated as another member of the party. They require conversation, an opinion on plans that are made, and other such niceties. They do not require accomodations other than those usual for a normal horse (a stall, hay to eat, ect) But will become upset if they are simply dropped off at the barn with other animals. Companions will tolerate reins, but not a bit and bride. At the GM's discrestion your Companion may be under the control of the player, otherwise the Companion is a loyal NPC under the GM's control. 

In Combat your Companion will assist as best it can if it is not acting as a mount. However, if the player that a Companion has chosen is knocked unconcious or is dying they become intractible and will not leave the side of the downed character for any reason, fighting off all further threats and doing whatever necessary to get the character help.

You lose this class ability if you ever willfully commit an evil act. Companions are Lawful Good celestial creatures and will not remain with characters that knowingly do something evil. Companions will however try and convince and cajole a player who is considering an evil act. Being tempted is not evil, taking the action is.

The base stats for a beginning Companion can be found HERE. As you level up the Companion becomes more powerful in the following ways;

  • Add your proficiency bonus to the Companions attack rolls, damage rolls, skill checks, and saving throws.
  • The companion gains bonus HP equal to your Bard level * 3
  • The companions speed increases to 100ft once you reach 11th level.

Heraldic Knowledge

Your time at the College of Heralds has left you knowing a lot more than the usual warrior. Pick two skills from among; History, Nature, Persuasion, Medicine, Stealth, Sleight of Hand, and Deception. You become proficient in those skills.

In addition you know the Arrow Cant. This is a special language known only to graduates of the Heralds College. You have your own Code which acts as your identifier and have a quiver of special arrows with you at all times to use it with. You can relay only simple messages with the language. If you use a normal arrow and put your code in it this means you are OK. If you use an arrow with a black painted ring around it this means that you are in grave peril. An arrow broken in half means that the persons code in the fletching is dead. If you snap the head off an arrow that means all hope is lost - don't try a rescue. All of the arrows are also hollow and can have the head detached and put back to conceal a single small piece of parchment or paper. Other than the arrow code and a special type of fletching there is nothing remarkable about the arrows. If used as weapons they deal normal damage for the bow you are using.

Proficiency: Deception

You gain proficiency in the Deception skill.

Proficiency: History

You gain proficiency in the History skill.

Proficiency: Medicine

You gain proficiency in the Medicine skill.

Proficiency: Nature

You gain proficiency in the Nature Skill

Proficiency: Persuasion

You gain proficiency in the Persuasion skill.

Proficiency: Sleight of Hand

You gain proficiency in the Sleight of Hand skill.

Proficiency: Stealth

You gain proficiency in the Stealth skill. 

Send For Aid

At 3rd level you have garnered enough prestige among the College to be able to request aid and information when you need it. Once per long rest you may use this class feature to do one of the following;

  • You may make a request of the GM regarding information about a person, place, creature, or item. The information you gain is narrative and not statistical. (for instance you could learn that a bodak is an undead creature that has a necrotic aura, but not how much damage it deals or how large it is). The information is related at the GM's discretion but should be the equivalent of scholarly research of the subject.
  1. Creature: Choose two of the following types of information to learn; CR, Special Abilities, Resistances & Immunities, Attacks, Hit Dice, Creature Type. You may make 3 choices at 11th level, and 4 choices at 14th level.
  2. Person: Choose two of the following types of information to learn; Faction, Class, Location, Gender, Alignment, Hit Dice. You may make 3 choices at 11th level, and 4 choices at 14th level.
  3. Place: Choose two of the following types of information to learn; Significant History, most prominant creature type, estimated danger level, basic map (not to include special rooms, secret rooms, traps, or other special features), Ownership (if applicable) & Faction (if applicable), Location. You may make 3 choices at 11th level, and 4 choices at 14th level.
  4. Item: Choose two of the following types of information to learn; Significant History and owners, Cursed or Magical, Location (unless critical to storyline ect), Type of item (armor, weapon, wonderous item, ect), Rarity. You may make 3 choices at 11th level, and 4 choices at 14th level.
  • You may make a request of the college for special equipment. You may request up to 5 mundane items that cost less than 50gp total. At 11th level the total cost cannot exceed 300gp, and at 14th level the total cost cannot exceed 500gp.
  • You may request that a single spell of 3rd level or lower be cast upon you, or another member of your party. If the spell has components that cost more than 1gp you must provide them. at 11th level the spell can be up to 5th level, at 14th level the spell can be up to 7th level.

Once you complete the Long Rest the equipment, information, or a one use spell item arrives at your location as per the previous entry. The spell item can be used with an item interaction to cause the spell to be cast. 

Mounted Combat

While mounted whenever you make an attack roll against a medium or smaller creature that isn't mounted you have advantage on the attack roll.  You also have advantage on athletics or acrobatics checks you make while mounted.

In addition, mounting or dismounting your Companion costs you no movement and while mounted on your companion you do not suffer disadvantage for firing a bow.

Weapon's Training

Choose an option from the fighting style class feature, you learn this fighting style.

Fighting Style

Choose a fighting style

Heraldic Bravery

Starting at 15th level whenever you are within 15ft of an ally or a "bystander" who is attacked by an enemy you can spend your reaction to interpose yourself between that target and the attack. The attack roll is applied against your AC instead, and you suffer all normal effects of the attack on a hit.

Heraldic Inspiration

As an action on your turn you can inspire any number of friendly targets within hearing range. Any target who can hear and see you adds +1d4 to their attack rolls, saves, and checks for 10 minutes. You must finish a long rest before you can use this ability again.

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