Herald Leveling Table
Hit Dice: 1d8 per herald level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier
Armor: Light Armor
Weapons: All simple weapons and one martial weapon selected at character creation – this choice cannot be changed after character creation
Tools: Choose one from Artisan’s tools (any one toolset from the list), Herbalism Kit, Musical instrument (any one instrument from the list), or Navigator’s tools
Saving Throws: Wisdom, Charisma
Skills: Choose any one, then choose two from History, Insight, Medicine, Persuasion, and Religion
(a) any simple weapon, (b) a rapier (if proficient), (c) a longsword (if proficient), or (d) a halberd (if proficient)
(a) leather armor, or (b) scale mail (if proficient)
(a) diplomat’s pack, (b) explorer’s pack, or (c) scholar’s pack
A holy symbol
You can also ignore the equipment from your class and background, and start with 5d4 x 10 gp instead.
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Herald table.
Preparing and Casting Spells
The Herald table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these 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 herald spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of herald spells equal to your Wisdom modifier + your herald level (minimum of one spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest.
Wisdom is your spellcasting ability for your herald spells. You use your Wisdom whenever a herald spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when Setting the saving throw DC for a herald spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell Attack modifier = your proficiency bonus + your Wisdom modifier
You can cast a herald spell as a ritual if that spell has the ritual tag and you have the spell prepared.
You can use a holy symbol as a spellcasting focus for your herald spells.
Heraldic Inspiration (replaces channel divinity abilities determined by domain)
You can use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Heraldic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Heraldic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Heraldic Inspiration die is rolled, it is lost. A creature can have only one Heraldic Inspiration die at a time.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Heraldic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
At 2nd level, you start with one ability: Turn Undead. You must then finish a short or long rest to use your Channel Divinity again.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
As an action, each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Jack of All Trades (replaces domain spells)
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
Heraldic Praise (replaces domain selection and domain abilities)
At third level, you select one bardic college related to how you wish to extol your deity. Your choice grants you features at 3rd level and again at 6th and 14th level. Abilities from these colleges which require the use of Bardic Inspiration may instead use your Heraldic Inspiration
Expertise (also replaces domain spells)
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th 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.
Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. The CR of undead increases as you gain levels.
Font of Inspiration (also replaces channel divinity domain abilities)
Beginning when you reach 5th level, you regain all of your expended uses of Heraldic Inspiration when you finish a short or long rest.
Beginning at 10th level, you can call on your deity to intervene on your behalf as an action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention.
If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
At 20th level, your call for intervention succeeds automatically, no roll required.