Cleric
Base Class: Cleric

A Heraldry Domain cleric is one who worships the Fey like or Trickery deities, unlike a warlock who makes a pact with them or a druid who is an ally to them. These dieties grant their clerics with power over peoples minds and abilities similar to those of the faeries. Eventually, a Herald cleric is touched by this magic and completely transforms into a creature of seeming Fey origin. Valarin  from the 3e Book of Exalted Deeds is a good faerie deity, as are any other deities of nature, magic, or illusions.

Herald's Enrapture

Starting when you choose this domain at 1st level, you gain the ability to cast Charm Person and Command without using a spell slot. This ability can be used as many times as half your proficiency bonus, rounded down. You regain this ability after a long rest. 

Channel Divinity: Alter

As an action, you can use Channel Divinity to create an illusion of self. You can target a single target within 60 feet of you. That target must make a intelligence saving throw or a charisma saving throw depending on the effect.

Effect 1: You make the target feel like they are being targeted by their worst fear. They must make a intelligence saving throw or be frightened. If this channel divinity would assume the fear that has manifested is attacking them, they will take 3d6 psychic damage.
Effect 2: You can use your channel divinity to charm the target into submission. The target must make a charisma saving throw or be charmed by you. While charmed, they cannot attack you and must spend their turns answering your every whims. If you do not issue a command they must standby, awaiting their masters need. At the end of every turn they make make a charisma save to resist.

Both of these effects last for 1 minute. Either of these abilities can be used, but you cannot use both at the same time. You regain this Channel Divinity after a Long Rest.

Channel Divinity: Flashstep

As a Bonus Action, you can use Channel Divinity to quickly escape an encounter. As an action, you can invoke electricity that runs through your very veins. As a bonus action you can use the Dimension Door Spell. You regain this after a short rest. 

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with psychic — a gift from your deity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Eureka

As an action, you can invoke the claims to power that your deity holds. Roll a d100. On a roll of 50 or lower, you can send radiant energy in a surge around you. Allies that you deem beforehand are healed for an amount equal to 5 + 3* Your cleric level, and enemies must make a charisma save against the charmed effect. All those who fail must attack or distract the enemies nearest to them that have not failed the save. This ability can be used a number of times equal to half your proficiency bonus halved. You regain this after a long rest.

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