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Životy

Kostky životů 1d8 za úroveň

Odbornosti

STR , WIS

Harbinger

Úroveň Bonus odbornosti Vlastnosti Cantrips Known
1 + 2 Apocalyptic Speech Spellcasting 4
2 + 2 Apocalyptic Speech Spellcasting 4
3 + 2 Apocalyptic Speech Spellcasting 4
4 + 2 Apocalyptic Speech Spellcasting 4
5 + 3 Apocalyptic Speech Spellcasting 4
6 + 3 Apocalyptic Speech Spellcasting 4
7 + 3 Apocalyptic Speech Spellcasting 4
8 + 3 Apocalyptic Speech Spellcasting 5
9 + 4 Apocalyptic Speech Spellcasting 5
10 + 4 Apocalyptic Speech Spellcasting 5
11 + 4 Apocalyptic Speech Spellcasting 5
12 + 4 Apocalyptic Speech Spellcasting 5
13 + 5 Apocalyptic Speech Spellcasting 5
14 + 5 Apocalyptic Speech Spellcasting 5
15 + 5 Apocalyptic Speech Spellcasting 6
16 + 5 Apocalyptic Speech Spellcasting 6
17 + 6 Apocalyptic Speech Spellcasting 6
18 + 6 Apocalyptic Speech Spellcasting 6
19 + 6 Apocalyptic Speech Spellcasting 6
20 + 6 Apocalyptic Speech Spellcasting 6

Spell Slots per Spell Level

Úroveň Bonus odbornosti Vlastnosti 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 + 2 Apocalyptic Speech Spellcasting 2 0 0 0 0 0 0 0 0
2 + 2 Apocalyptic Speech Spellcasting 3 0 0 0 0 0 0 0 0
3 + 2 Apocalyptic Speech Spellcasting 4 2 0 0 0 0 0 0 0
4 + 2 Apocalyptic Speech Spellcasting 4 3 0 0 0 0 0 0 0
5 + 3 Apocalyptic Speech Spellcasting 4 3 2 0 0 0 0 0 0
6 + 3 Apocalyptic Speech Spellcasting 4 3 3 0 0 0 0 0 0
7 + 3 Apocalyptic Speech Spellcasting 4 3 3 1 0 0 0 0 0
8 + 3 Apocalyptic Speech Spellcasting 4 3 3 2 0 0 0 0 0
9 + 4 Apocalyptic Speech Spellcasting 4 3 3 3 1 0 0 0 0
10 + 4 Apocalyptic Speech Spellcasting 4 3 3 3 2 0 0 0 0
11 + 4 Apocalyptic Speech Spellcasting 4 3 3 3 2 1 0 0 0
12 + 4 Apocalyptic Speech Spellcasting 4 3 3 3 2 1 0 0 0
13 + 5 Apocalyptic Speech Spellcasting 4 3 3 3 2 1 1 0 0
14 + 5 Apocalyptic Speech Spellcasting 4 3 3 3 2 1 1 0 0
15 + 5 Apocalyptic Speech Spellcasting 4 3 3 3 2 1 1 1 0
16 + 5 Apocalyptic Speech Spellcasting 4 3 3 3 2 1 1 1 0
17 + 6 Apocalyptic Speech Spellcasting 4 3 3 3 2 1 1 1 1
18 + 6 Apocalyptic Speech Spellcasting 4 3 3 3 3 1 1 1 1
19 + 6 Apocalyptic Speech Spellcasting 4 3 3 3 3 2 1 1 1
20 + 6 Apocalyptic Speech Spellcasting 4 3 3 3 3 2 2 1 1

Kouzla třídy

Acid Splash booming blade|tce control flames|xge create bonfire|xge Druidcraft Fire Bolt Frostbite green-flame blade|tce gust|xge infestation|xge lightning lure|xge mold earth|xge Poison Spray primal savagery|xge Produce Flame Ray of Frost Shillelagh Shocking Grasp Thorn Whip thunderclap|xge toll the dead|xge absorb elements|xge Bane Burning Hands Catapult cause fear|xge chaos bolt|xge Chromatic Orb earth tremor|xge ice knife|xge Inflict Wounds Ray of Sickness Thunderwave Witch Bolt aganazzar's scorcher|xge Cloud of Daggers Continual Flame Darkness dragon's breath|xge dust devil|xge earthbind|xge Flaming Sphere Gust of Wind maximillian's earthen grasp|xge melf's acid arrow|xge Phantasmal Force Scorching Ray Shatter Bestow Curse Call Lightning erupting earth|xge Fear Fireball flame arrows|xge Lightning Arrow Lightning Bolt Sleet Storm tidal wave|xge Blight Control Water elemental bane|xge Grasping Vine guardian of nature|xge Ice Storm Phantasmal Killer storm sphere|xge vitriolic sphere|xge Wall of Fire watery sphere|xge Antilife Shell Cloudkill Cone of Cold Commune with Nature Contagion control winds|xge Destructive Wave enervation|xge Flame Strike immolation|xge Insect Plague maelstrom|xge negative energy flood|xge wrath of nature|xge bones of the earth|xge Chain Lightning Circle of Death Disintegrate Harm investiture of flame|xge investiture of ice|xge investiture of stone|xge investiture of wind|xge Move Earth Otiluke's Freezing Sphere Wall of Thorns Delayed Blast Fireball Finger of Death Fire Storm power word pain|xge whirlwind|xge abi-dalzim's horrid wilting|xge Control Weather Earthquake Illusory Dragon Incendiary Cloud maddening darkness|xge Tsunami Power Word Kill Storm of Vengeance Weird acid splash|xphb druidcraft|xphb fire bolt|xphb poison spray|xphb produce flame|xphb ray of frost|xphb shillelagh|xphb shocking grasp|xphb thorn whip|xphb bane|xphb burning hands|xphb chromatic orb|xphb inflict wounds|xphb ray of sickness|xphb thunderwave|xphb witch bolt|xphb cloud of daggers|xphb continual flame|xphb darkness|xphb flaming sphere|xphb gust of wind|xphb phantasmal force|xphb scorching ray|xphb shatter|xphb bestow curse|xphb call lightning|xphb fear|xphb fireball|xphb lightning arrow|xphb lightning bolt|xphb sleet storm|xphb blight|xphb control water|xphb grasping vine|xphb ice storm|xphb phantasmal killer|xphb wall of fire|xphb antilife shell|xphb cloudkill|xphb cone of cold|xphb commune with nature|xphb contagion|xphb destructive wave|xphb flame strike|xphb insect plague|xphb chain lightning|xphb circle of death|xphb disintegrate|xphb harm|xphb move earth|xphb otiluke's freezing sphere|xphb wall of thorns|xphb delayed blast fireball|xphb finger of death|xphb fire storm|xphb control weather|xphb earthquake|xphb incendiary cloud|xphb tsunami|xphb power word kill|xphb storm of vengeance|xphb weird|xphb

Vlastnosti třídy

Úroveň 1

Apocalyptic Speech
Spellcasting

Úroveň 10

Entropic Focus Feature

Úroveň 12

Ability Score Improvement

Úroveň 14

Entropic Focus Feature

Úroveň 16

Ability Score Improvement

Úroveň 18

Inevitable

Úroveň 19

Ability Score Improvement

Úroveň 2

Entropic Focus
Entropic Extraction
Entropic Empowering
Entropic Recovery

Úroveň 20

Apocalypse

Úroveň 4

Ability Score Improvement
Entropic Empowering Improvement

Úroveň 6

Entropic Focus Feature

Úroveň 8

Ability Score Improvement
Entropic Empowering Improvement

Vývoj čaroděje

Vývoj čaroděje: full

Vývoj triků

Úroveň 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Známé triky 4 4 4 4 4 4 4 5 5 5 5 5 5 5 6 6 6 6 6 6

Odbornosti

Weapons

simple

Skills

Počáteční vybavení

Vlastnosti třídy

Apocalyptic Speech (Level 1)

Starting at 1st level, you can speak, read, and write Apocalyptic, the secret language of harbingers. Ancient prophecies of the end of the world are commonly written in this language, as are many omens.

The language can be recognized as such with a successful DC 15 Intelligence (History) check, but can't be deciphered by a non-harbinger without magic.

Spellcasting (Level 1)

Drawing on the power of nature's wrath, you can cast spells that bend this primal force to your bidding.

Cantrips

At 1st level, you know four cantrips of your choice from the harbinger spell list. You learn additional harbinger cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Harbinger table.

Preparing and Casting Spells

The Harbinger table shows how many spell slots you have to cast your harbinger spells of 1st level and higher. To cast one of these harbinger spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of harbinger spells that are available for you to cast, choosing from the harbinger spell list. When you do so, choose a number of harbinger spells equal to your Wisdom modifier + your harbinger level (minimum of one spell). The spells must be of a level for which you have spell slots.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of harbinger spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your harbinger spells, since your magic draws from primal forces. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a harbinger spell you cast and when making an attack roll with one.

Spell

Spell

Spellcasting Focus

You can use a druidic focus as a spellcasting focus for your harbinger spells.

Entropic Focus (Level 2)

Starting at 2nd level, you choose the focus with which to center your destructive magic around. Choose from the astronomical, blizzard, disease, divine, meteoric, revelatory beast, storm, temporal, volcanic, or war foci. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th levels.

Entropic Extraction (Level 2)

Starting at 2nd level, you can draw power from the entropy of your enemies' deaths. When a creature of CR 1/2 or higher you have attacked within the last minute dies, you can use your reaction to draw power from its death. You gain a single entropy point. You can have a maximum number of entropy points equal to your harbinger level.

Your amount of entropy points is halved when you complete a short rest, rounding down, and is reset to 0 when you finish a long rest.

Entropic Empowering (Level 2)

Starting at 2nd level, you can expend entropy points to gain various benefits. You learn two Entropic Empowering options at 2nd level and one additional option at 4th and 8th levels.

Entropic Amplification

You can expend entropy points to expand the area of effect of your magic. When you cast a spell that affects an area, you can expend a entropy points to increase the area of the effect of the spell by 5 feet for every 2 entropy points expended.

Entropic Befuddlement

You can expend entropy points to interrupt your enemies' efforts to concentrate. When a creature you can see makes a saving throw to maintain concentration on a spell, you can expend entropy points and impose a penalty to the saving throw equal to the number of entropy points expended.

Entropic Derangement

You can expend entropy points to distract your enemies' minds. When you impose an Intelligence, Wisdom, or Charisma saving throw, you can expend entropy points and impose a penalty to the saving throw of a single target equal to the number of entropy points expended.

Entropic Destruction

You can expend entropy points to increase the damage of your attacks. When you deal damage, you can expend entropy points and gain a bonus to the damage equal to the number of entropy points expended.

Entropic Guidance

You can expend entropy points to guide your strikes to hit true. When you make a weapon attack, you can expend entropy points and gain a bonus to the attack roll equal to the number of entropy points expended.

Entropic Withering

You can expend entropy points to wither your enemies' martial abilities. When you impose a Strength, Dexterity, or Constitution saving throw, you can expend entropy points and impose a penalty to the saving throw of a single target equal to the number of entropy points expended.

Entropic Recovery (Level 2)

Also starting at 2nd level, you can expend entropy points to empower your magical abilities. When you complete a short rest, you can expend a number of hit dice up to your Wisdom modifier (minimum of 1).

Roll a number of d4s equal to the number of hit dice expended. You regain expended spell slots with a combined level equal to half the total rolled, though none of the restored spell slots can be above 5th level.

You can use this feature once, and regain the ability to do so when you finish a long rest.

Ability Score Improvement (Level 4)

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Entropic Empowering Improvement (Level 4)

At 4th level, you learn an additional Entropic Empowering of your choice.

Entropic Focus Feature (Level 6)

At 6th level, you gain a feature granted by your Entropic Focus.

Ability Score Improvement (Level 8)

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Entropic Empowering Improvement (Level 8)

At 8th level, you learn an additional Entropic Empowering of your choice.

Entropic Focus Feature (Level 10)

At 10th level, you gain a feature granted by your Entropic Focus.

Ability Score Improvement (Level 12)

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Entropic Focus Feature (Level 14)

At 14th level, you gain a feature granted by your Entropic Focus.

Ability Score Improvement (Level 16)

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Inevitable (Level 18)

Starting at 18th level, your magic will surely crush your foes. Any spells or effects granted by your entropic focus ignore resistance to damage.

Ability Score Improvement (Level 19)

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Apocalypse (Level 20)

Starting at 20th level, you are so infused with destructive magic that your own magic fails to leave a scratch. You have immunity to the damage dealt by your own spells and you automatically succeed on saving throws against your own spells.

In addition, you may now have a maximum of 30 entropy points at any given time.

Multitřídy

Požadavky multitříd

{"wis":13}

Získané odbornosti

Weapons simple

Podtřídy

Astronomical Focus
TheHarbinger
Blizzard Focus
TheHarbinger
Disease Focus
TheHarbinger
Divine Focus
TheHarbinger
Meteoric Focus
TheHarbinger
Revelatory Beast Focus
TheHarbinger
Storm Focus
TheHarbinger
Temporal Focus
TheHarbinger
Volcanic Focus
TheHarbinger
War Focus
TheHarbinger

Vlastnosti podtřídy

Astronomical Focus

Astronomical Focus (Level 2)

The cosmos inspire wonders in humanity, but also terror. Any number of cosmic horrors and astronomical anomolies prowl the cosmos, things that could destroy humanity in an instant if they so desired. Some harbingers, instead of avoiding this topic, choose to study it instead and learn the mysteries that we were never meant to solve.

Focus Spells

At 2nd level, you learn the eldritch blast cantrip. At 2nd, 3rd, 5th, 7th, 9th, and 17th level you gain access to the spells listed for that level in the Astronomical Focus Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the harbinger spell list, the spell is nonetheless a harbinger spell for you.

Nebulous Aura

Starting at 2nd level, you exude an aura that appears as a nebula to outside viewers. The area within 10 feet of you is considered lightly obscured to creatures of your choice and is immune to divination magic.

In addition, you gain resistance to radiant damage.

Accustomed to Horror (Level 6)

Starting at 6th level, you have seen so many horrible things that nothing sparks fear. You are immune to the frightened condition.

In addition, as an action you can share what you have seen with a creature within 5 feet. The target must make a Wisdom saving throw against your spell save DC or be frightened of you until the start of your next turn. A creature that succeeds its saving throw is immune to this effect for 24 hours.

Great Nebula (Level 10)

Starting at 10th level, your nebulous aura grows in magnitude. Its range increases to 30 feet.

In addition, allies within your nebula may use a bonus action to take the Disengage or Hide action.

Supernova (Level 14)

Starting at 14th level, you can unleash a burst of searing light. As an action, you can force creatures of your choice within 60 feet to make a Constitution saving throw against your spell save DC. Creatures that fail their saving throw take 8d6 radiant damage and are blinded for 1 minute. Creatures that succeed take half as much damage and aren't blinded. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

You can use this feature once, and regain the ability to do so on a long rest.

Blizzard Focus

Blizzard Focus (Level 2)

Blizzard harbingers control the chilled magics of snow and ice. Their magic can freeze their enemies solid. Blizzard harbingers are cold, calculating, and very unpersonable.

Focus Spells

At 2nd level, you learn the frostbite cantrip. At 2nd, 3rd, 5th, 7th, 9th, and 17th level you gain access to the spells listed for that level in the Blizzard Focus Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the harbinger spell list, the spell is nonetheless a harbinger spell for you.

Arctic Wind

Starting at 2nd level, as an action, you can blast a wind of sheer cold from your position. The wind fills an area 5 feet wide and 30 feet long, or a 15 foot sphere, originating from you and moving with you. Creatures within the wind have disadvantage on Strength, Dexterity, and Constitution ability checks, as well as on saving throws made to maintain concentration on a spell.

The wind lasts 1 hour or until you use a bonus action to end it. You can change the direction it blows if it is a line or between a line and a sphere as a bonus action on your turn. You are immune to the effects of the wind. You can designate a number of creatures less than or equal to your Wisdom modifier (minimum of one creature) to also be immune to the effects of the wind.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and regain all expended uses on a long rest.

In addition, you gain resistance to cold damage.

Arctic Gale (Level 6)

Starting at 6th level, the speed of the ice-cold wind you can summon increases significantly. Ranged attacks that target a point within or pass through your wind are made at disadvantage.

Arctic Storm (Level 10)

Starting at 10th level, the arctic winds you can summon drop in temperature and increase in velocity. Creatures that move into the wind for the first time or start their turn there must make a Constitution saving throw against your spell save DC or take 1d8 cold damage. A creature that succeeds on its saving throw takes half as much damage. A creature acclimated to a cold environment makes this saving throw at advantage.

In addition, the wind's range increases to 15 feet wide and 60 feet long or a 30 foot sphere.

Ice Age (Level 14)

Starting at 14th level, you can plunge the nearby area into an ice age. You may now use your Arctic Wind feature an unlimited number of times.

In addition, the damage of your Arctic Storm feature increases to 2d8 cold damage and creatures not acclimated to a cold environment make the saving throw against your Arctic Storm feature at disadvantage.

Disease Focus

Disease Focus (Level 2)

Among all harbingers, those of the disease focus are the most mysterious and unpersonable. Their magic is by far the most devestating, able to easily wipe out entire cities or even nations, even if it wouldn't seem as so at first glance.

Focus Spells

At 2nd level, you learn the chill touch cantrip. At 2nd, 3rd, 5th, 7th, 9th, and 17th level you gain access to the spells listed for that level in the Disease Focus Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the harbinger spell list, the spell is nonetheless a harbinger spell for you.

Spread the Plague

Starting at 2nd level, you become a vector for spreading death, disease, and decay. Creatures of your choice within 10 feet of you must make a Constitution saving throw against your spell save DC at the start of each of their turns or take necrotic damage equal to your Wisdom modifier (minimum of 1 damage).

This affect occurs every turn the creature is within your aura until it leaves or passes the saving throw twice in a row. This feature does not affect constructs or undead.

In addition, you gain resistance to necrotic damage and immunity to disease.

Uncurable Strain (Level 6)

Starting at 6th level, when you deal necrotic damage, the damage cannot be healed by magical or natural means until the affected creature finishes a long rest.

Become the Plague (Level 10)

Starting at 10th level, you become significantly more virulent for spreading death, disease and decay. The range of your Spread the Plague feature increases to 15 feet and the feature now deals damage equal to twice your Wisdom modifier.

In addition, a creature must succeed on its saving throw against your Spread the Plague feature four times in a row before it becomes immune.

Avatar of Death (Level 14)

Starting at 14th level, You become a master of death itself and can drain the life out of your enemies. All creatures of your choice within 35 feet of you must make a Constitution saving throw. Creatures that fail their saving throw take 8d6 necrotic damage and lose a number of hit dice equal to your Wisdom modifier. A creature that succeeds its saving throw takes half as much damage and suffers no additional effects. You heal by a number of hit points equal to half the damage dealt. This feature does not affect constructs or undead.

You can use this feature once, and regain the ability to do so when you finish a long rest.

Divine Focus

Divine Focus (Level 2)

Sometimes the gods wipe the world clean, using their divine power to destroy so that a new civilization can rise. Harbingers of this focus serve as arms of the gods' will in this regard. They can tap into powerful divine magic, something unique to their focus.

Focus Spells

At 2nd level, you learn the sacred flame cantrip. At 2nd, 3rd, 5th, 7th, 9th, and 17th level you gain access to the spells listed for that level in the Divine Focus Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the harbinger spell list, the spell is nonetheless a harbinger spell for you.

Radiant Infusion

Starting at 2nd level, your spells burn with radiant light. Whenever you cast a spell that deals damage, you can choose to replace its damage type with radiant.

Radiant Aura

Also starting at 2nd level, you radiate an aura of holy light. You radiate bright light out to 10 feet and dim light 10 feet beyond that. As a bonus action, you can suppress this light until you use a bonus action to radiate it again.

Divine Blast (Level 6)

Starting at 6th level, your spells are increased in potency. You may add your Wisdom modifier to one damage roll of your cantrips.

Burning Light (Level 10)

Starting at 10th level, your light is increased in intensity and becomes harmful to those that hide from the light. It is considered sunlight and fiends and undead within your bright light suffer disadvantage on attack rolls.

Angelic Paragon (Level 14)

Starting at 14th level, the divine magic within you bursts out. You sprout angelic wings which grant you a flying speed equal to your walking speed. Armor must be specially modified to accomodate these wings.

Meteoric Focus

Meteoric Focus (Level 2)

Among all methods of apocalypse, none are more iconic than a meteor. Quick, clean, and simple. Harbingers of this focus are a hearty bunch who love a good rumble. Their magic is brutal and hits hard.

Focus Spells

At 2nd level, you learn the magic stone cantrip. At 2nd, 3rd, 5th, 7th, 9th, and 17th level you gain access to the spells listed for that level in the Meteoric Focus Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the harbinger spell list, the spell is nonetheless a harbinger spell for you.

In addition, you gain proficiency with martial weapons

Meteoric Armor

Starting at 2nd level, you gain the ability to cover your skin in hardened, stone-like armor. As a bonus action, you can gain armor for the next minute. While this feature is active, your Armor Class is 13 + your Constitution modifer and you have resistance to bludgeoning, piercing, and slashing damage. You gain no benefit from wearing armor while this feature is active, but you can use a shield as normal.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and regain all expended uses on a long rest.

Hammering Assault (Level 6)

Starting at 6th level, your attacks hammer at the speed of a meteor shower. When you cast a cantrip with a casting time of 1 action, you can make one melee weapon attack as a bonus action.

Adamantine Meteor (Level 10)

Starting at 10th level, your meteoric armor is strong as adamantine, a mineral most commonly found in meteors. Any critical hit against you becomes a regular hit while your Meteoric Armor feature is active.

Shock Wave (Level 14)

Starting at 14th level, you learn to create the shock waves produced by meteorlogical impacts. As a reaction after taking damage, you can create a massive shock wave. The shock wave expands out from you in a circle to a distance of 30 feet forcing all creatures within range to make a Constitution saving throw against your spell save DC. Creatures that fail their saving throw take 3d10 thunder damage and are pushed 15 feet away from you and knocked prone. Creatures that succeed their saving throw take half as much damage and don't suffer any additional effects. Unsecured objects are thrown by the shock wave 15 feet past the end of the wave's range. The shock wave is heard up to 1 mile away.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and regain all expended uses on a long rest.

Revelatory Beast Focus

Revelatory Beast Focus (Level 2)

Inclduing great dragons, krakens, or even the mighty tarrasque, great beasts are commonly associated with the end of the world. Harbingers that draw power from these immense creatures are of this focus. They can inspire fear and horror in their enemies, and then crush them with brute force.

Focus Spells

At 2nd level, you learn the booming blade cantrip. At 2nd, 3rd, 5th, 7th, 9th, and 17th level you gain access to the spells listed for that level in the Revelatory Beast Focus Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the harbinger spell list, the spell is nonetheless a harbinger spell for you.

In addition, you gain proficiency with martial weapons and medium armor.

Primal Hunter

Starting at 2nd level, you can hunt and fight like a beast. You can cast the hunter's mark spell as a 1st-level spell without needing concentration and without expending a spell slot a number of times equal to your Wisdom modifier (minimum of once) and regain all expended uses on a long rest.

Extra Attack (Level 6)

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Brutality (Level 10)

Starting at 10th level, your attacks are brutal and hit hard. Your melee weapon attacks deal an additional die of damage on a critical hit.

In addition, your weapon attacks are now considered magical for the purposes of overcoming resistance and immunity to nonmagical damage.

Petrifying Fear (Level 14)

Starting at 14th level, you can exude the primal fear that apocalyptic beasts inspire in mortals. As an action, you can force creatures of your choice within 30 feet to make a Wisdom saving throw against your spell save DC. Creatures that fail are frightened of you for 1 minute. A creature that is frightened of you in this way is also considered paralyzed. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds its saving throw is immune to this effect for 24 hours.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and regain all expended uses on a long rest.

Storm Focus

Storm Focus (Level 2)

Storms of the sky and sea are part of the oldest legends of the apocalypse. These harbingers can take on the power of these legends, using water, wind, and lightning to destroy their foes.

Focus Spells

At 2nd level, you learn the shape water cantrip. At 2nd, 3rd, 5th, 7th, 9th, and 17th level you gain access to the spells listed for that level in the Storm Focus Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the harbinger spell list, the spell is nonetheless a harbinger spell for you.

Thunderbolts

Starting at 2nd level, you gain the ability to throw lightning like javelins. As an action, you can throw a lightning bolt at a target within 60 feet. Make a ranged spell attack against the target. On a hit, the target takes 1d6 lightning damage and can't take reactions until the start of your next turn.

This damage increases to 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level.

In addition, you gain resistance to lightning damage.

Lightning Arc (Level 6)

Starting at 6th level, your lightning can arc to nearby targets. When you hit a creature with your Thunderbolts feature, you can choose a target within 10 feet of the original target. This second target must make a Dexterity saving throw against your spell save DC or take lightning damage of one size smaller than the initial bolt (1d8 to 1d6, 1d10 to 1d8, etc). The target makes this saving throw at disadvantage if they are wearing armor made of metal.

You can arc the lightning to additional creatures within 10 feet of the second target if the second target fails its saving throw. These creatures make the same saving throw or take lightning damage of decreasing damage each time. Once the arc deals 1d4 lightning damage, it cannot arc again.

You can cause these additional arcs of lightning a number of times equal to your Wisdom modifier (minimum of once) and regain all expended uses on a long rest.

Thunderclap (Level 10)

Starting at 10th level, your bolts of lightning are infused with thunderous energy. When they hit a target, they unleash a thunderous boom that can be heard for up to 1 mile away. Creatures within 15 feet of the target must make a Constitution saving throw against your spell save DC or be deafened for 1 minute.

An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

In addition, your lightning bolts now deal an additional 1d10 thunder damage. This extra damage increases to 1d12 at 14th level. This damage does not carry over through your Lightning Arc feature.

Wrath of Zeus (Level 14)

Starting at 14th level, you can unleash far more lightning bolts. When you use your action to throw a lightning bolt from your Thunderbolts feature, you can throw two lightning bolts as part of the same action.

Temporal Focus

Temporal Focus (Level 2)

While most harbinger foci entail active causes of the apocalypse, harbingers of the temporal focus study time. The relentless march of time can reduce even the grandest of cities to rubble eventually, and these harbingers are willing to sit back and wait.

Focus Spells

At 2nd level, you learn the toll the dead cantrip. At 2nd, 3rd, 5th, 7th, 9th, and 17th level you gain access to the spells listed for that level in the Temporal Focus Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the harbinger spell list, the spell is nonetheless a harbinger spell for you.

Temporal Awareness

Starting at 2nd level, your study of time grants you insight into historical events. You gain proficiency in the History skill if you don't already have it and your proficiency bonus is doubled for checks made with it.

In addition, you always know the time of day down to the second.

Ruinous Aura

Also starting at 2nd level, you radiate an aura within which objects age much faster. Creatures wearing armor of your choice who come within 15 feet of you suffer a penalty to their Armor Class equal to half of your Wisdom modifier, rounding down, as their armor corrodes and rusts away.

Rapid Spellcaster (Level 6)

Starting at 6th level, you can spring into combat and cast spells at a moment's notice. You may add your Wisdom modifier to your initiative rolls.

In addition, during the first round of combat, you may cast any cantrip with a casting time of 1 action as a bonus action.

Psychometrist (Level 10)

Starting at 10th level, you can understand the history of objects. As an action, you can touch an object and learn everything that happened to it within the last five days.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and regain all expended uses on a long rest.

Temporal Glimpse (Level 14)

Starting at 14th level, you can peer into the future to gain insight into your plans. As a bonus action, you can grant yourself or an ally within 15 feet advantage on all ability checks, attack rolls, and saving throws until the start of your next turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and regain all expended uses on a long rest.

Volcanic Focus

Volcanic Focus (Level 2)

Harbingers of the volcanic focus draw upon fiery, volcanic magic. This magic is among the most uncontrollable of the harbinger foci, and unless a harbinger is careful they can easily destroy themselves.

Focus Spells

At 2nd level, you learn the create bonfire cantrip. At 2nd, 3rd, 5th, 7th, 9th, and 17th level you gain access to the spells listed for that level in the Volcanic Focus Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the harbinger spell list, the spell is nonetheless a harbinger spell for you.

Volcanic Core

Starting at 2nd level, the heat of a volcano's core radiates within you. The area within 10 ft surrounding you is increased in temperature. Creatures within this range must make a Constitution saving throw against your spell save DC or become unable to take Dash or Disengage actions due to heatstroke. A creature acclimated to a hot environment makes this saving throw at advantage. You can suppress this aura as a bonus action, lasting until you use a bonus action to reactivate it.

In addition, you gain resistance to fire damage.

Obsidian Shell (Level 6)

Starting at 6th level, your skin or outermost layer of armor or clothing (if applicable) becomes covered in a layer of obsidian. Any creature who hits you with a melee attack causes obsidian to splinter off, which deals slashing damage equal to 1d4 + your Wisdom modifier to the attacker.

Thermal Furnace (Level 10)

Starting at 10th level, your volcanic core heats up as if an entire magma chamber resided inside you. Creatures that fail the saving throw against your Volcanic Core feature also take 1d10 fire damage.

Pyroclastic Surge (Level 14)

Starting at 14th level, you learn how to channel the most deadly part of a volcanic eruption - pyroclastic surges.

As an action, you can create a surge of super-heated gases and ash that moves forward in a 60 ft cone at rapid speed. Creatures in the surge must make a Dexterity saving throw against your spell save DC, taking 4d10 fire damage, 3d10 poison damage, and becoming blinded on a failed saving throw. On a success, a creature takes half as much damage and isn't blinded. The lesser restoration spell or similar magic can end the blinded condition on a creature.

You can use this feature once, and regain the ability to do so when you finish a long rest.

War Focus

War Focus (Level 2)

Sometimes no natural effects destroy the landscape in an area, but great wars and battles have devestating effects on the areas within which they are fought. Harbingers of this focus can call upon these destructive energies to destroy their enemies with overwhelming numbers.

Focus Spells

At 2nd level, you learn the sword burst cantrip. At 2nd, 3rd, 5th, 7th, 9th, and 17th level you gain access to the spells listed for that level in the War Focus Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the harbinger spell list, the spell is nonetheless a harbinger spell for you.

Aura of Valor

Starting at 2nd level, your allies' fighting ability is empowered by your mere presence. Allies within 10 feet of you gain a bonus to damage with weapon attacks equal to your Wisdom modifier.

Call to Arms (Level 6)

Starting at 6th level, you can summon warriors to fight for you in battle. As an action, you can summon three soldiers who use the soldier stat block in the opposite column. They appear as humanoid soldiers, though the specifics such as species, armor design, and the weapons they carry are up to you.

The soldiers move immediatley after you in initiative count, and follow your orders as long as you don't order them to do something directly harmful to themselves or each other. You can give them orders, collectivley or individually, as a bonus action. If you do not give an order to a specific soldier, they take the Dodge action. They will serve you for 1 minute or until they die, upon which time they disappear.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and regain all expended uses on a long rest. You can only have one instance of this feature active at a time.

Great General (Level 10)

Starting at 10th level, you can inspire your soldiers to overcome anything. As a bonus action, you can grant up to five allies within 60 feet that can hear you temporary hit points equal to your level + your Wisdom modifier.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and regain all expended uses on a long rest.

Assemble the Legion (Level 14)

Starting at 14th level, your war call summons more soldiers from across the land. You now summon five soldiers with your Call to Arms feature.

In addition, the range of your Aura of Valor feature increases to 30 feet.