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The Harbinger

A New Class for Dungeons and Dragons Fifth Edition with Ten Subclasses
The Harbinger
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Primal Mind, Entropic Recovery 4 2 - - - - - - - -
2nd +2 Entropic Focus, Entropic Extraction 4 3 - - - - - - - -
3rd +2 - 4 4 2 - - - - - - -
4th +2 Ability Score Improvement 4 4 3 - - - - - - -
5th +3 - 4 4 3 2 - - - - - -
6th +3 Entropic Focus Feature 4 4 3 3 - - - - - -
7th +3 - 4 4 3 3 1 - - - - -
8th +3 Ability Score Improvement 5 4 3 3 2 - - - - -
9th +4 - 5 4 3 3 3 1 - - - -
10th +4 Entropic Focus Feature 5 4 3 3 3 2 - - - -
11th +4 - 5 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 - - -
13th +5 - 5 4 3 3 3 2 1 1 - -
14th +5 Entropic Focus Feature 5 4 3 3 3 2 1 1 - -
15th +5 - 6 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement 6 4 3 3 3 2 1 1 1 -
17th +6 - 6 4 3 3 3 2 1 1 1 1
18th +6 Master of Extinction, Inevitable 6 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 4 3 3 3 3 2 1 1 1
20th +6 Apocalypse 6 4 3 3 3 3 2 2 1 1

Harbinger

W
hile druids wield the power of nature, their
magic is centered around creation and life. Class Features
However, one should not forget the sheer As a harbinger, you gain the following class features
power of nature's wrath and the destruction of
its unbridled fury. Those who wield this power Hit Points
are known as harbingers. Hit Dice: 1d8 per harbinger level
Hit Points at 1st Level: 8 + your Constitution modifier
Destructive Magic Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
Every aspect of a harbinger's magic is destructive and modifier per harbinger level after 1st
extremely deadly. Even the most minor spells can have Proficiencies
devestating effects. This is even further exemplified in Armor: Light armor, medium armor, shields
powerful harbingers, who can cause extinction-level events if Weapons: Simple weapons
they are not careful to use their magic with caution.
Saving Throws: Strength, Wisdom
Stoic or Insane Skills: Choose two from Acrobatics, Athletics, Insight,
Intimidation, Nature, Perception, and Survival
Harbingers possess an immense amount of destructive
power, and this usually has one of two effects on the wielder. Equipment
They will either be stoic and afraid to use their magic, in fear You start with the following equipment, in addition to the
that it will cause more destruction than good; or they are equipment granted by your background:
driven mad with power and become ruthless tyrant mages, (a) a simple weapon and a shield or (b) two simple
slaughtering anyone who gets in their way. weapons
(a) leather armor or (b) scale mail
an explorer's pack and a druidic focus
1 BASE | LORE & TABLE
Spellcasting Entropic Recovery
Drawing on the power of nature's wrath, you can cast spells Also starting at 1st level, you can use your own life force to
that bend this primal force to your bidding. regenerate magical ability. Once per day when you finish a
short rest, you can expend a number of hit dice and regain
Cantrips spell slots of a combined level equal to the number of hit dice
At 1st level, you know four cantrips of your choice from the you expend, and none of these spell slots can be higher than
harbinger spell list. You learn additional harbinger cantrips of 6th level.
your choice at higher levels, as shown in the Cantrips Known
column of the Harbinger table. Entropic Focus
Preparing and Casting Spells Starting at 2nd level, you choose the focus with which to
The Harbinger table shows how many spell slots you have to center your destructive magic around. Choose from the
cast your harbinger spells of 1st level and higher. To cast one astronomical, blizzard, disease, divine, meteoric, revelatory
of these harbinger spells, you must expend a slot of the spell’s beast, storm, temporal, volcanic, or war foci. Your choice
level or higher. You regain all expended spell slots when you grants you features at 2nd level and again at 6th, 10th, and
finish a long rest. 14th levels.
You prepare the list of harbinger spells that are available
for you to cast, choosing from the harbinger spell list. When Entropic Extraction
you do so, choose a number of harbinger spells equal to your Also starting at 2nd level, your spells are empowered by the
Wisdom modifier + your harbinger level (minimum of one entropy of your enemies' deaths. When a creature of CR 1/2
spell). The spells must be of a level for which you have spell or higher that you have attacked with a spell or harbinger
slots. feature within the last two rounds and is within 15 feet of you
You can also change your list of prepared spells when you dies, you can use your reaction to gain power from the
finish a long rest. Preparing a new list of harbinger spells entropy of their death, causing you gain a +1 bonus to the
requires time spent in prayer and meditation: at least 1 damage of your spells and harbinger features. This bonus
minute per spell level for each spell on your list. increases every time you use this feature, to a maximum
amount equal to your harbinger level.
Spellcasting Ability This bonus is halved when you complete a short rest,
Wisdom is your spellcasting ability for your harbinger spells, rounding down, and is reset to 0 when you complete a long
since your magic draws from primal forces. You use your rest.
Wisdom whenever a spell refers to your spellcasting ability.
In addition, you use your Wisdom modifier when setting the Master of Extinction
saving throw DC for a harbinger spell you cast and when
making an attack roll with one. Starting at 18th level, you have become a master of extinction
Spell save DC = 8 + your proficiency bonus + your events and have lived to tell about it. For every 10 years that
Wisdom modifier pass, your body ages only 1 year.
Spell attack modifier = your proficiency bonus + your
Wisdom modifier Inevitable
Starting at 18th level, your magic will surely crush your foes.
Spellcasting Focus Any spells or effects granted by your entropic focus ignore
You can use a druidic focus as a spellcasting focus for your resistance and treat immunity as resistance.
harbinger spells.
Apocalypse
Primal Mind
Starting at 20th level, you can cause a mass extinction event
Starting at 1st level, you have a knack for primal actions. You at will. You can cast the 9th-level spell granted by your
are proficient in the Survival skill. If you were already Entropic Focus without expending a spell slot. This effort
proficient in Survival, you gain another skill proficiency from strains you, however, and you gain a level of exhaustion.
the harbinger list. You can use this feature once, and regain the ability to do
In addition, your proficiency bonus is doubled for checks so when you finish a long rest.
made with the Survival skill and you can speak, read, and
write Primordial.

BASE | MAIN FEATURES 2


Astronomical Focus Supernova
The cosmos inspire wonders in humanity, but also terror. Any Starting at 14th level, you can unleash a burst of searing light.
number of cosmic horrors and astronomical anomolies prowl As an action, you can force creatures of your choice within 60
the cosmos, things that could destroy humanity in an instant feet to make a Constitution saving throw against your spell
if they so desired. Some harbingers, instead of avoiding this save DC. Creatures within the heavily obscured area of your
topic, choose to study it instead and learn the mysteries that nebulous aura have disadvantage on this saving throw.
we were never meant to solve. 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. An blinded
Focus Spells creature can repeat the saving throw at the end of each of its
At 2nd level, you learn the eldritch blast cantrip. At 2nd, 3rd, turns, ending the effect on itself on a success.
5th, 7th, 9th, and 17th level you gain access to the spells You can use this feature once, and regain the ability to do
listed for that level in the Astronomical Focus Spells table. so on a long rest.
Once you gain access to one of these spells, you always In addition, you gain immunity to radiant damage.
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.
Astronomical Focus Spells
Harbinger Level Spells
2nd arms of hadar, magnify gravity
3rd darkness, immovable object
5th clairvoyance, hunger of hadar
7th gravity sinkhole, shadow of moil
9th dawn, planar binding
17th ravenous void

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 enemy creatures and is
immune to divination magic.
In addition, you gain resistance to radiant damage.
Accustomed to Horror
Starting at 6th level, you have seen so many horrible things
that nothing sparks fear. You are immune to the frightened
condition. Credit: NASA
In addition, as an action you can share what you have seen
with a creature you can touch. That creature must make a
Wisdom saving throw against your spell save DC or be
frightened of you until the start of your next turn.
Great Nebula
Starting at 10th level, your nebulous aura grows in
magnitude. Its range increases to 20 feet and the area within
10 feet of you is considered heavily obscured to enemy
creatures.

3 SUBCLASSES | ASTRONOMICAL
Blizzard Focus Ice Age
In many ways, harbingers of the blizzard are the polar Starting at 14th level, you can plunge the nearby area into an
opposite of volcanic harbingers. These two groups have been ice age.
bitter rivals since the dawn of time. Blizzard harbingers can As an action, you release a blast of arctic air, causing the
control icy magic that can freeze their enemies solid. temperature in the nearby vicinity to plummet. All creatures
within 45 feet of you must make a Constitution saving throw
against your spell save DC. A creature that failed a saving
Focus Spells throw for your Arctic Storm feature on the previous turn
At 2nd level, you learn the frostbite cantrip. At 2nd, 3rd, 5th, makes this saving throw at disadvantage. A creature that fails
7th, 9th, and 17th level you gain access to the spells listed for its saving throw takes 8d8 cold damage and recovers half as
that level in the Blizzard Focus Spells table. many hit points from healing until they finish a long rest.. A
Once you gain access to one of these spells, you always creature that succeeds its saving throw takes half as much
have it prepared, and it doesn’t count against the number of damage and suffers no additional effects. All water within
spells you can prepare each day. If you gain access to a spell range is immediatley frozen solid.
that doesn’t appear on the harbinger spell list, the spell is You can use this feature once, and regain the ability to do
nonetheless a harbinger spell for you. so when you finish a long rest.
In addition, you gain immunity to cold damage.
Blizzard Focus Spells
Harbinger Level Spells
2nd armor of agathys, ice knife
3rd hold person, snilloc's snowball storm
5th sleet storm, wind wall
7th ice storm, otiluke's resilient sphere
9th cone of cold, hold monster
17th absolute zero

Arctic Wind
Starting at 2nd level, you become surrounded by a bitter cold
arctic wind that is always blowing, but the direction is under
your control. Creatures of your choice within 10 feet of you
have disadvantage on Strength, Dexterity, and Constitution
ability checks, as well as on saving throws made to maintain
concentration on a spell.
In addition, you gain resistance to cold damage.
Arctic Gale
Starting at 6th level, the speed of the ice-cold wind
surrounding you increases significantly. Ranged attacks that
target a point within or pass through your wind are made at
disadvantage.
Arctic Storm
Starting at 10th level, the arctic winds swirling around you
drop in temperature and increase in velocity. Creatures that
you don't redirect the wind around 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. The radius around you that the winds
occupy increases to 15 ft.

Credit: Snow-Covered Forest by Titus Lunter

SUBCLASSES | BLIZZARD 4
Disease Focus Avatar of Death
Among all harbingers, those of the disease focus are the most Starting at 14th level, You become a master of death itself
mysterious and unpersonable. Their magic is by far the most and can drain the life out of your enemies. All creatures of
devestating, even if it wouldn't seem as so at first glance. 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
Focus Spells Wisdom modifier. A creature that succeeds its saving throw
At 2nd level, you learn the chill touch cantrip. At 2nd, 3rd, 5th, takes half as much damage and suffers no additional effects.
7th, 9th, and 17th level you gain access to the spells listed for You heal by a number of hit points equal to half the damage
that level in the Disease Focus Spells table. dealt. This does not affect constructs and undead.
Once you gain access to one of these spells, you always You can use this feature once, and regain the ability to do
have it prepared, and it doesn’t count against the number of so when you finish a long rest.
spells you can prepare each day. If you gain access to a spell In addition, you gain immunity to necrotic damage.
that doesn’t appear on the harbinger spell list, the spell is
nonetheless a harbinger spell for you.
Disease Focus Spells
Harbinger Level Spells
2nd inflict wounds, ray of sickness
3rd crown of madness, ray of enfeeblement
5th life transference, vampiric touch
7th blight, vitriolic sphere
9th cloudkill, contaigion
17th great malady

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 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. This
does not affect constructs, undead, and creatures immune to
disease.
In addition, you gain resistance to necrotic damage and
immunity to disease. Credit: Virulent Plague by Johann Bodin
Uncurable Strain
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
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.

5 SUBCLASSES | DISEASE
Divine Focus
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.
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.
Divine Focus Spells
Harbinger
Level Spells
2nd guiding bolt, protection from evil and
good
3rd spiritual weapon, zone of truth
5th aura of vitality, spirit guardians
7th banishment, guardian of faith
9th dispel evil and good, holy weapon
17th power word kill
Credit: Avacyn, Angel of Hope by Randy Vargas
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
Starting at 6th level, your spells are increased in potency. You
may add your Wisdom modifier to the damage of your
cantrips.
Burning Light
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
Starting at 14th level, the divine magic within you bursts out.
You sprout angelic wings that grant you a flying speed of 60
feet. Armor must be specially modified to accomodate these
wings.

SUBCLASSES | DIVINE 6
Meteoric Focus Shock Wave
Among all methods of apocalypse, none are more iconic than Starting at 14th level, you learn to create the shock waves
a meteor. Quick, clean, and simple. Harbingers of this focus produced by meteorlogical impacts. As a reaction after taking
are a hearty bunch who love a good rumble. Their magic is damage, you can create a massive shock wave. The shock
brutal and hits hard. 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
Focus Spells their saving throw take 3d10 thunder damage and are
At 2nd level, you learn the magic stone cantrip. At 2nd, 3rd, pushed 15 feet away from you and knocked prone. Creatures
5th, 7th, 9th, and 17th level you gain access to the spells that succeed their saving throw take half as much damage
listed for that level in the Meteoric Focus Spells table. and don't suffer any additional effects. Unsecured objects are
Once you gain access to one of these spells, you always thrown by the shock wave 15 feet past the end of the wave's
have it prepared, and it doesn’t count against the number of range. The shock wave is heard up to 1 mile away.
spells you can prepare each day. If you gain access to a spell You can use this feature a number of times equal to your
that doesn’t appear on the harbinger spell list, the spell is Wisdom modifier (minimum of once) and regain all expended
nonetheless a harbinger spell for you. uses on a long rest.
Meteoric Focus Spells
Harbinger Level Spells
2nd catapult, thunderwave
3rd flaming sphere, shatter
5th conjure barrage, melf's minute meteors
7th staggering smite, stoneskin
9th conjure volley, destructive wave
17th meteor swarm

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.
Credit: Star of Extinction by Chris Rahn
Hammering Assault
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
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.

7 SUBCLASSES | METEORIC
Revelatory Beast Focus Petrifying Fear
Inclduing great dragons, krakens, or even the mighty Starting at 14th level, you can exude the primal fear that
tarrasque, great beasts are commonly associated with the apocalyptic beasts inspire in mortals. As an action, you can
end of the world. Harbingers that draw power from these force creatures of your choice within 30 feet to make a
immense creatures are of this focus. They can inspire fear Wisdom saving throw against your spell save DC. Creatures
and horror in their enemies, and then crush them with brute that fail are frightened of you for 1 minute. A creature that is
force. 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.
Focus Spells You can use this feature a number of times equal to your
At 2nd level, you learn the booming blade cantrip. At 2nd, 3rd, Wisdom modifier (minimum of once) and regain all expended
5th, 7th, 9th, and 17th level you gain access to the spells uses on a long rest.
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.
Revelatory Beast Focus Spells
Harbinger Level Spells
2nd bane, cause fear
3rd dragon's breath, enlarge/reduce
5th erupting earth, fear
7th guardian of nature, phantasmal killer
9th destructive wave, wall of stone
17th titanic growth

In addition, you gain proficiency with martial weapons.


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
Starting at 6th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Brutality
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. Credit: Tarrasque by Jason Engle
In addition, the damage bonus from your Entropic
Extraction feature now applies to your weapon attacks as
well as your spells and your weapon attacks are considered
magical for the purposes of overcoming resistance and
immunity to nonmagical damage.

SUBCLASSES | REVELATORY BEAST 8


Storm Focus Thunderclap
Harbingers of the storm focus are not what you would expect Starting at 10th level, your bolts of lightning are infused with
from such a powerful spellcaster. They are flighty, aloof, and thunderous energy. When they hit a target, they unleash a
always jump from topic to topic while talking. Their magic thunderous boom that can be heard for up to 1 mile away.
entails storms of both the sky and the sea Creatures within 15 feet of the target must make a
Constitution saving throw against your spell save DC or be
deafened for 1 minute.
Focus Spells An affected creature can repeat the saving throw at the end
At 2nd level, you learn the shape water cantrip. At 2nd, 3rd, of each of its turns, ending the effect on itself on a success.
5th, 7th, 9th, and 17th level you gain access to the spells In addition, your lightning bolts now deal an additional
listed for that level in the Storm Focus Spells table. 1d10 thunder damage. This damage increases to 1d12 at
Once you gain access to one of these spells, you always 14th level.
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 Wrath of Zeus
that doesn’t appear on the harbinger spell list, the spell is Starting at 14th level, you can unleash an enormous lightning
nonetheless a harbinger spell for you. bolt to annihilate your foes. As an action, you can throw this
Storm Focus Spells bolt to any point within 120 feet. All creatures within 30 feet
Harbinger Level Spells of the impact must make a Dexterity saving throw or take
5d8 lightning and 5d8 thunder damage, taking half as much
2nd witch bolt, zephyr strike damage on a successful saving throw.
3rd dust devil, gust of wind You can use this feature once, and regain the ability to do
5th lightning bolt, tidal wave
so when you finish a long rest.
In addition, you gain immunity to lightning damage.
7th storm sphere, watery sphere
9th control winds, maelstrom
17th hurricane

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
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
target must make a Dexterity saving throw against your spell
save DC or take lightning damage of one size smaller than
the additional bolt. The target makes this save at
disadvantage if they are wearing armor made of metal.
You can arc the lightning to additional creatures within 10 Credit: Lightning Strike by Adam Paquette
feet of the second target. These creatures make the same
saving throw or take lightning damage of decreasing damage
each time, to a minimum of 1d4.
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.

9 SUBCLASSES | STORM
Temporal Focus Temporal Glimpse
While most harbinger foci entail active causes of the Starting at 14th level, you can peer into the future to gain
apocalypse, harbingers of the temporal focus study time. The insight into your plans. As a bonus action, you can grant
relentless march of time can reduce even the grandest of yourself or an ally within 15 feet advantage on all ability
cities to rubble eventually, and these harbingers are willing to checks, attack rolls, and saving throws until the start of your
sit back and wait. next turn.
You can use this feature a number of times equal to your
Wisdom modifier (minimum of once) and regain all expended
Focus Spells uses on a long rest.
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 Focus Spells
Harbinger Level Spells
2nd feather fall, gift of alacrity
3rd hold person, pass without trace
5th haste, slow
7th divination, freedom of movement
9th hold monster, temporal shunt
17th time ravage

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 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. Credit: Academy Ruins by John Avon
Rapid Spellcaster
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
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.

SUBCLASSES | TEMPORAL 10
Volcanic Focus Pyroclastic Surge
Harbingers of the volcanic focus draw upon fiery, volcanic Starting at 14th level, you learn how to channel the most
magic. This magic is among the most uncontrollable of the deadly part of a volcanic eruption - pyroclastic surges.
harbinger foci, and unless a harbinger is careful they can As an action, you can create a surge of super-heated gases
easily destroy themselves. 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
Focus Spells poison damage, and becoming blinded on a failed saving
At 2nd level, you learn the create bonfire cantrip. At 2nd, 3rd, throw. On a success, a creature takes half as much damage
5th, 7th, 9th, and 17th level you gain access to the spells and isn't blinded. The lesser restoration spell or similar magic
listed for that level in the Volcanic Focus Spells table. can end the blinded condition on a creature.
Once you gain access to one of these spells, you always You can use this feature once, and regain the ability to do
have it prepared, and it doesn’t count against the number of so when you finish a long rest.
spells you can prepare each day. If you gain access to a spell In addition, you gain immunity to fire damage.
that doesn’t appear on the harbinger spell list, the spell is
nonetheless a harbinger spell for you.
Volcanic Focus Spells
Harbinger Level Spells
2nd burning hands, searing smite
3rd aganazzar's scorcher, scorching ray
5th fireball, stinking cloud
7th fire shield, wall of fire
9th flame strike, immolation
17th ring of fire

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.
In addition, you gain resistance to fire damage.
Obsidian Shell
Starting at 6th level, your skin or outermost layer of armor or Credit: Titus Lunter
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
Starting at 10th level, your volcanic core heats up as if an
entire magma chamber resided inside you. Creatures that fail
the saving thorw against your Volcanic Core feature also take
1d10 fire damage.

11 SUBCLASSES | VOLCANIC
Assemble the Legion
War Focus Starting at 14th level, your war call summons more soldiers
Sometimes no natural effects destroy the landscape in an from across the land. You now summon five soldiers with
area, but great wars and battles have devestating effects on your Call to Arms feature.
the areas within which they are fought. Harbingers of this In addition, the range of your Aura of Valor feature
focus can call upon these destructive energies to destroy increases to 30 feet.
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.
War Focus Spells
Harbinger
Level Spells
2nd heroism, shield
3rd cordon of arrows, find steed
5th conjure barrage, enemies abound
Credit: Assemble the Legion by Eric Deschamps
7th find greater steed, mordenkainen's faithful
hound
9th
17th
animate objects, conjure volley
thousand war effort
Soldier
Medium humanoid, any alignment

Aura of Valor Armor Class 18 (chain mail, shield)


Hit Points 24 (3d10 + 6)
Starting at 2nd level, your allies' fighting ability is empowered Speed 30ft.
by your mere presence. Allies within 10 feet of you gain a
bonus to damage with weapon attacks equal to your Wisdom
modifier. STR DEX CON INT WIS CHA
16 (+2) 10 (+0) 14 (+2) 10 (+0) 14 (+2) 10 (+0)
Call to Arms
Starting at 6th level, you can summon warriors to fight for Senses Passive Perception 14
you in battle. As an action, you can summon three soldiers Skills Athletics +5, Perception +4
who use the soldier stat block in the opposite column. They Languages Any one language (usually Common)
appear as humanoid soldiers. The design specifics such as Challenge 1/4 (50 XP)
armor and the weapons they carry is up to you.
The soldiers follow your orders as long as you don't order Formation. While within 5 feet of an allied creature,
them to do something harmful to themselves or each other. a soldier has advantage on ability checks and saving
throws made to avoid being grappled, knocked
They will serve you for 1 minute or until they die, upon which prone, forcefully moved, restrained, or frightened.
time they disappear.
You can use this feature a number of times equal to your Actions
Wisdom modifier (minimum of once) and regain all expended
uses on a long rest. You can only have one instance of this Melee Weapon. Melee Weapon Attack: +5 to hit,
feature active at a time. reach 5ft., one target. Hit 5 (1d6 + 2)
Ranged Weapon. Ranged Weapon Attack: +2 to hit,
Great General range 80/320, one target. Hit 3 (1d6 + 2)
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.
SUBCLASSES | WAR 12
Harbinger Spell List
Cantrips Hail of Thorns Feign Death Negative Energy Flood
Acid Splash Hex Fireball Reincarnate
Booming Blade Ice Knife Flame Arrows Steel Wind Strike
Control Flames Inflict Wounds Haste Tree Stride
Druidcraft Ray of Sickness Lightning Arrow Wrath of Nature
Fire Bolt Sleep Lightning Bolt
Green-Flame Blade Snare Plant Growth 6th-Level Spells
Gust Thunderwave Sleet Storm Bones of the Earth
Infestation Witch Bolt Slow Chain Lightning
Lightning Lure Wrathful Smite Thunder Step Druid Grove
Mold Earth Tidal Wave Harm
Poison Spray 2nd-Level Spells Wall of Sand Move Earth
Primal Savagery Alter Self Wall of Water Otiluke's Freezing Sphere
Produce Flame Barkskin Wind Wall Primordial Ward
Ray of Frost Blindness/Deafness Sunbeam
Shillelagh Branding Smite 4th-Level Spells Transport via Plants
Shocking Grasp Cloud of Daggers Banishment Wall of Thorns
Sword Burst Continual Flame Blight
Thorn Whip Cordon of Arrows Confusion 7th-Level Spells
Thunderclap Crown of Madness Divination Delayed Blast Fireball
Toll the Dead Darkness Elemental Bane Finger of Death
True Strike Dragon's Breath Freedom of Movement Fire Storm
Dust Devil Grasping Vine Regenerate
1st-Level Spells Earthbind Guardian of Nature Symbol
Absorb Elements Flame Blade Ice Storm Whirlwind
Bane Gust of Wind Mordenkainen's Faithful
Burning Hands Magic Weapon Hound 8th-Level Spells
Catapult Maximillian's Earthen Grasp Phantasmal Killer Abi-Dalzim's Horrid Wilting
Cause Fear Melf's Acid Arrow Wall of Fire Animal Shapes
Chaos Bolt Moonbeam Control Weather
Chromatic Orb Phantasmal Force 5th-Level Spells Earthquake
Color Spray Scorching Ray Awaken Illusory Dragon
Command Shatter Banishing Smite Incindiary Cloud
Create or Destroy Water Silence Circle of Power Maddening Darkness
Dissonant Whispers Spike Growth Cloudkill Sunburst
Earth Tremor Commune with Nature Tsunami
Ensnaring Strike 3rd-Level Spells Cone of Cold
Entangle Bestow Curse Dawn 9th-Level Spells
Expeditious Retreat Blinding Smite Destructive Wave Meteor Swarm
Faerie Fire Call Lightning Enervation Power Word: Kill
False Life Daylight Flame Strike Storm of Vengeance
Fog Cloud Elemental Weapon Hallow Weird
Grease Erupting Earth Insect Plague
Fear Maelstrom

13 SPELLS | SPELL LIST


Custom Spells
These six spells are only available to 17th-level harbingers of Harbinger Multiclassing
appropriate foci. Should you wish to multiclass into a harbinger, the
prerequisites and proficiencies gained are listed
Absolute Zero below. A character cannot be both a harbinger and
9th-level evocation a druid, as the classes are counterparts of one
Casting Time: 1 action another.
Range: Self (30 ft sphere) Multiclassing Prerequisites. Wisdom 13
Components: V, S Multiclassing Proficiencies. Light armor, medium
Duration: Instantaneous armor, shields, and simple weapons

You unleash a blast of sheer cold on the area around you.


Creatures within range must make a Constitution saving
throw or take 16d6 cold damage and their speed is reduced
to 0 for one minute. In addition, creatures can only take an Legal Information
action or bonus action on each of their turns, not both.
Creatures that succeed take half as much cold damage and Disclaimer
don't suffer any of the other effects of the spell. The Harbinger is unofficial Fan Content permitted
An affected creature can repeat the saving throw at the end under the Fan Content Policy. Not
approved/endorsed by Wizards. Portions of the
of each of its turns, ending the effects on itself on a success. materials used are property of Wizards of the
Coast. ©Wizards of the Coast LLC.
Great Malady
9th-level necromancy Credits
Casting Time: 1 action Author: Brad Johns
Range: Touch Editor: Jon McHatton
Components: V, S Cover Image: Harbinger of Light by benedickbana
Duration: Until dispelled (https://www.deviantart.com/benedickbana)
You infect a creature with a flesh-eating disease that bypasses
immunity to disease. The target must make a Constitution
saving throw, or it becomes infected. Every minute that
passes, an infected creature will take 2d8 necrotic damage.
This damage bypasses all resistance and immunity. Any
creature that comes within 10 feet of an infected creature
must make a Constitution saving throw or become infected.
This spell can be ended on a creature by the casting of
greater restoration or similar magic. Magic that has the sole
purpose of removing disease does not work. This spell has no
effect on undead or constructs. The caster is immune to the
disease.

SPELLS | CUSTOM SPELLS 14


Hurricane Thousand War Effort
9th-level evocation 9th-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 120 feet (30 ft sphere)
Components: V, S, M (a pinwheel) Components: V, S
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 10 minutes
A small hurricane swirls around you, lifting you up into its You create thousands of illusory warriors so that your
eye. Until the spell ends, the hurricane moves with you and enemies must fight an entire army. Creatures within range
you have a flying speed equal to your walking speed. must make a Constitution saving throw at the start of each of
Creatures within 40 feet of the eye that are less than 50 their turns or suffer a level of exhaustion.
feet off of the ground must make a Dexterity saving throw. On In addition, a creature must make a Constitution saving
a failed save, they are pulled up by the hurricane. They take throw if they attempt to willingly leave the area that the army
10d6 bludgeoning damage and are restrained within the is in. A creature's speed drops to 0 for the rest of their turn if
hurricane. A creature that starts its turn within the hurricane they fail this saving throw.
moves 5 feet upwards through the cyclone, being ejeted from You can move the army up to 30 feet on your turn as an
the top if they are at the top of the cyclone and being hurled action.
away 3d8 x 10 feet in a random direction. A creature trapped
inside may attempt to make a Strength saving throw to free Titanic Growth
itself, dropping out of the cyclone on a success and being 9th-level transmutation
hurled away 3d8 x 10 feet in a random direction. Casting Time: 1 bonus action
Range: Self
Ring of Fire Components: V, S
9th-level evocation Duration: Concentration, up to 1 minute
Casting Time: 1 action You grow to the size of creatures of legend. For the duration,
Range: 120 feet (75 ft line) your size increases to Gargantuan. Your size is multiplied by
Components: V, S, M (a piece of volcanic rock) sixteen in all dimensions and your weight is multiplied by
Duration: Instantaneous sixty-four. If there isn't enough room for you to increase in
You create an opening in the ground that causes a fountain of size, the you attain the maximum possible size in the space
magma erupt out onto the surrounding area and flow in a available.
direction of your choosing. Choose a point within range Until the spell ends, you have advantage on all Strength-
where the magma erupts and the direction of the flow from based ability checks, attack rolls, and saving throws. In
that point. The lava flow fills area 75 feet long and 10 feet addition, your weapons grow to match your new size and
wide that can be in a straight line or a gentle curve. The lava your attacks deal an additional 3d4 bludgeoning damage and
is considered difficult terrain and remains until it cools down score critical hits on a roll of 19 or 20.
and hardens into rock after 1d12 hours. Creatures in the
path of the lava flow when it is created or that enter the flow
at any point before it cools down must make a Dexterity
saving throw taking 12d6 fire damage or half as much on a
successful one. Creatures within 15 feet of the eruption point
must make a Dexterity saving throw or take 6d6 fire damage
from the erupting magma. The eruption itself only lasts for 1
round.

15 SPELLS | CUSTOM SPELLS

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