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Epic Herald Archetype Features

 

Ancients: Aura of Magic Resistance

Beginning at 25th level, you and friendly creatures within 15 feet of you have advantage on saving throws made against spells and other magical effects.

 

Ancients: Become Nature

At 30th level, you learn to become one with the world itself. You can use an action and expend two uses of Channel Divinity to transform into the landscape, as the One with Nature epic druid feature (page @@).

 

Conquest: Might Makes Right

At 25th level, you gain the following Channel Divinity feature.

Conquer. You can use your Channel Divinity to enforce your will upon the world. When you make an ability check or saving throw, you can use your reaction to automatically succeed, even if it would normally be impossible for you to do so.

 

Conquest: Attune Avatar

At 30th level, it becomes easier for you to manifest your greatest divine power. Uses of your avatar feature recharge at the end of short rests, and you can choose to expend two uses of Channel Divinity to activate it.

 

Crown: Unrelenting

Starting at 25th level, you become immune to the paralyzed and stunned conditions. 

  In addition, you gain proficiency with the Persuasion skill. If you are already proficient with the Persuasion skill, your proficiency bonus is doubled for any ability check you make that uses Persuasion.

 

Crown: Strength of Devotion

At 30th level, you become immune to the charmed and exhaustion conditions.
In addition, you can use a bonus action and expend one use of Channel Divinity to share your condition immunities with one creature you can see within 30 feet until the end of your next turn. If the creature is being affected by a condition you are immune to, that condition immediately ends.

 

Devotion: Sunder Heresy

Beginning at 25th level, your empowered strikes can reject the presence of things not of this world. When you hit a celestial, fiend, or fey with a weapon attack using Divine Smite, you can choose to cast the banishment spell. Once you have used this feature a number of times equal to your Charisma modifier (minimum 1), you cannot do so again until you have finished a long rest.

 

Devotion: Blessed Nimbus

At 30th level, it becomes easier for you to manifest your greatest divine power. Uses of Holy Nimbus recharge at the end of short rests, and you can also expend one use of Channel Divinity to activate Holy Nimbus.

 

Glory: Famous Legend

Starting at 25th level, your exploits are the talk of taverns all over and bards everywhere retell your tales. You gain the following benefits:

  • You have advantage on Charisma-based ability checks made against commoners, guards, and street merchants.

  • You are always able to find a safe and clandestine place in which to acquire food and secure shelter free of charge. If you are a wanted criminal, those who help shelter you and your allies refuse to reveal anything about you even on pain of death.

  • When you are tracking someone, common folk reveal to you as much as they would to a trusted friend. If you are tracking another herald, the information is revealed so long as your herald level is higher than your quarry’s.

  • You are able to easily arrange for meetings with local rulers as well as distant empresses and kings.

 

Glory: Greater Legend

At 30th level, it becomes easier for you to manifest your greatest divine power. Uses of your legendary feature recharge at the end of short rests, and you can choose to expend two uses of Channel Divinity to activate it.

 

Oathbreaker: Heretical Resistance

Beginning at 25th level, you gain advantage on saving throws made against spells and other magical effects. In addition, when a creature you can see targets you with a spell attack, you can use your reaction to give it disadvantage.

 

Oathbreaker: Dread Master

At 30th level, it becomes easier for you to manifest your greatest divine power. Uses of your dreadful aura feature recharge at the end of short rests, and you can also expend two uses of Channel Divinity to activate it.

 

Redemption: Vitalizing Spirit

Starting at 25th level, the divine power you share with others now heals them as well. When a creature within range of your paladin auras starts its turn, it regains hit points equal to 1d4 + your Charisma modifier if it has no more than half of its hit points left. A creature doesn’t gain this benefit if it has 0 hit points, and it can only benefit from one paladin using this feature at a time.

 

Redemption: Attune Avatar

At 30th level, it becomes easier for you to manifest your greatest divine power. Uses of your avatar feature recharge at the end of short rests, and you can choose to expend two uses of Channel Divinity to activate it.

 

Treachery: Grand Betrayer

At 25th level, you gain proficiency with the Deception skill. If you are already proficient with the Deception skill, your proficiency bonus is doubled for any ability check you make that uses Deception.

  In addition, you gain the following Channel Divinity feature.

Betrayer of Life. You can use your Channel Divinity to turn a crucial strike in the cruelest and most painful way. When you score a critical hit, you can use your reaction to deal maximum damage.

 

Treachery: Attune Avatar

At 30th level, it becomes easier for you to manifest your greatest divine power. Uses of your avatar feature recharge at the end of short rests, and you can choose to expend two uses of Channel Divinity to activate it.

 

Vengeance: Persisting Vow

Beginning at 25th level, you learn to carry out your retribution upon more than a single foe. If a creature you have taken a vow against drops to 0 hit points before the duration ends, you can use a bonus action on a subsequent turn of yours to make the vow against a new creature without expending an additional use of the feature.

 

Vengeance: Angelic Avatar

At 30th level, it becomes easier for you to manifest your greatest divine power. Uses of your angelic avatar feature recharge at the end of short rests, and you can choose to expend two uses of Channel Divinity to activate it.

 

Watch: Divine Arcanum

Starting at 25th level, you master more powerful magic. Choose one 6th-level spell from the cleric spell list. You can cast this spell once without expending a spell slot. You must finish a long rest before you can do so again.

  At 13th level, choose one 7th-level spell from the cleric spell list. You can cast this spell once without expending a spell slot. You must finish a long rest before you can do so again.

 

Watch: Smite Magic

At 30th level, when you hit a creature with an attack, you can use this feature to cut off its access to magic. For a number of rounds equal to half your proficiency bonus, the creature is targeted by an effect that functions as the antimagic field spell except that its range is reduced to touch and it has no radius (affecting only the creature). On its turn, a creature targeted by this feature can spend its action to make a Charisma saving throw against your spell save DC to end the effect. Once you use this feature against a creature, that creature is immune to it for 24 hours.

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