The Herald of the Empire (5e Class)
The Herald of the Empire[edit]
Once upon a time there was a man who lived from war to war, bringing victories and glories to his empire, the recognition was undeniable until everything changed in a battle, everything was at stake until fate showed him the cruel and harsh reality that the higher you are the more painful the fall, the man was left only to contemplate how his army was serenified and imprisoned while he escaped mortally wounded and returned to the empire, after the defeat he only had to be treated as a simple cripple until a crow came... in the end sometimes humans reach a point where they have nothing to lose... hence the great demonic general was born.
Creating a The Herald of the Empire[edit]
To create a Herald of the Empire you must be resourceful, as the dangers are in the shadows, you are weak and vulnerable at first but, over time you will be worthy of leading an empire, you must first raise your intelligence and then your charisma or constitution.
Class Features
As a The Herald of the Empire you gain the following class features.
- Hit Points
Hit Dice: 1d10 per The Herald of the Empire level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per The Herald of the Empire level after 1st
- Proficiencies
Armor: Light,Medium,Heavy
Weapons: Simple and Martial weapons
Tools: {{{tools}}}
Saving Throws: charisma, intelligence
Skills: Pick three from Acrobatics, Investigation, Perception, history, Stealth, Survival and religions
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Shortsword or Rapier or (b) any two simple weapons
- (a) Explorer's Pack or (b) Burglar's Pack
- If you are using starting wealth, you have 4d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | — |
2nd | +2 | — |
3rd | +2 | — |
4th | +2 | Ability Score Improvement |
5th | +3 | — |
6th | +3 | — |
7th | +3 | — |
8th | +3 | Ability Score Improvement |
9th | +4 | — |
10th | +4 | — |
11th | +4 | — |
12th | +4 | Ability Score Improvement |
13th | +5 | — |
14th | +5 | — |
15th | +5 | — |
16th | +5 | Ability Score Improvement |
17th | +6 | — |
18th | +6 | — |
19th | +6 | Ability Score Improvement |
20th | +6 | — |
The Contract[edit]
At level 1, for some reason you submitted to the contract under the name of one of the most powerful demons The Demon of Secrets Raum (can also be the Raven Queen), since by some quirk of fate she took an interest in you, but the contract will make you and almost all of your being belong to her despite all the freedoms it gives you for some strange reason:
- Your creature type changes to demon
- You have no soul, since it belongs to Raum making you unable to be the target of soul attacks and you cannot be easily detected, but if someone has soul vision or another way to have soul contact they will see a terrifying demonic figure and suffer 2d6 psychic damage
- You have disadvantage on death saves and if you die you cannot be revived unless you manage to convince the demon why it should not devour you
- You gain a familiar that is a 3-eyed Red Raven, can talk, but he will only talk to you normally
- your AC is 10 + intelligence + charisma
Hungry flock[edit]
The demon is hungry, the legion of crows must eat and your duty is to feed them. Also at level 1, every time you kill an enemy that has a soul or find the soul of a corpse that has not been alive for 24 hours, you will eat it, acquiring all the memories of the dead, a permanent increase in maximum life, and for every 10 souls consumed you will get a +3 in the statistics of intelligence, charisma and constitution. Also, when you absorb the soul of a creature you heal 10% of your maximum life + your amount of souls consumed. The demon can also give you rewards for your work, in the end both of you benefit from this.
The Demon's Hand[edit]
It doesn't matter if you already had it there, or if you had lost it, but if you have both arms, one of them will be brutally torn off to be exchanged for a demonic arm, a sign that the pact is already made. Also at level 1, you get the Demonic Hand, a hand that gives off a crimson red glow of 10 feet of dim light and electrifying sparks, in addition to being feathered and like a raven's claw, only you keep the 5 fingers, this gives you the ability to use your intelligence bonus instead of strength or weapon dexterity, and it will be your main focus of all your skills, this arm cannot be sewn and if they manage to cut it off in a short break it will grow back, and you have a d6 + intelligence of unarmed damage
As an avatar of the demon of secrets, you are and always will be chased by flocks of crows everywhere, causing secrets to reach your ears from time to time, making almost no secret escape from you.
Also, by being surrounded by crows you get 360 degree vision, making it impossible for you to be surprised and you have advantage in perception checks and you will add the soul bonus.
Hand of Death[edit]
You have manifested one of the raven demon's powers giving you the ability to cast crimson bolts that terrify even the beings of hell. At 2nd level you can fire 3 bolts from your hand at 120 feet away that do 2d6 + intelligence damage per bolt. You can mark 3 different targets or have everyone in a 10-foot-wide row roll for dexterity or suffer as if they had received all the hits.
When you have 10 souls consumed you add 2 more bolts, with 20 you add 2 more bolts and the charisma bonus to the damage, with 30 you add 2 more bolts and the constitution bonus, and with 40 souls consumed you add 1 more bolt. The damage die becomes a d12 and you add the amount of souls consumed to the damage bonus.
You can do this equal to your Intelligence + Constitution bonus, but if you exceed the normal uses, you can use it again by expending hit dice equal to your number of levels in the class.