Fighter Subclass: The Herald
The Herald is a warrior whose force of will is so profound it has become a tangible weapon. They stride onto the battlefield not merely as a combatant, but as a nexus of authority, their voice resonating with psionic power that can shatter resolve, command attention, and send foes reeling. To a Herald, combat is a contest of wills, and their every shout is a decree that reshapes the flow of battle. They are the ultimate battlefield commanders, using fear, taunts, and raw psychic force to orchestrate victory.
This subclass focuses on a commanding presence, using psionic shouts to debuff enemies while manipulating their position and morale. Your key secondary ability score for this subclass is Intelligence.
* 3rd Level: Psionic Power, Voice of Command, Telekinetic Thrust
* 7th Level: Projected Terror, Forced Dueling
* 10th Level: Psychic Redoubt, Psionic Enhancement
* 18th Level: Mindscape Apex
You harbor a wellspring of psionic energy within yourself. This energy is represented by a pool of Psionic Energy dice. You have a number of these dice equal to twice your proficiency bonus, and they are d6s.
You can spend these dice to fuel your various psionic features. You regain all of your expended Psionic Energy dice when you finish a long rest.
When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 10th level (d8), at 15th level (d10), and at 18th level (d12).
You can channel psionic force into your voice, turning every attack into a commanding decree. Once per turn, when you hit a creature with a weapon attack, you can unleash a disorienting shout. The target must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Intelligence modifier) or suffer two effects:
* It takes 1d4 psychic damage.
* It has disadvantage on the next attack roll it makes before the start of your next turn.
The psychic damage of this feature increases to 1d6 at 10th level.
As a bonus action, or when you hit a creature with an attack, you can expend one Psionic Energy die to manipulate your target with raw telekinetic force. The target must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Intelligence modifier) or you can choose one of the following effects:
* You push the target up to 15 feet directly away from you.
* You pull the target up to 15 feet directly toward you.
You can channel your psionic power to broadcast waves of primal fear. As an action, you can expend one Psionic Energy die and target a creature you can see within 60 feet. The target must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Intelligence modifier) or become frightened of you for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
You can implant a psychic command in a foe's mind, compelling them to face you. As a bonus action, you can expend one Psionic Energy die and force a creature you can see within 30 feet to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Intelligence modifier). On a failed save, the creature has disadvantage on attack rolls against any target other than you for 1 minute. This effect ends early if you attack a different creature, if you and the target are more than 60 feet apart, or if the creature can no longer see or hear you.
10th-level Herald feature
Your mind can erect a barrier of force to deflect harm. When you or a creature you can see within 30 feet takes damage, you can use your reaction and expend one Psionic Energy die to reduce the damage taken. You reduce the damage by an amount equal to the number you roll on the die + your Intelligence modifier.
10th-level Herald feature
The size of your Psionic Energy dice increases to d8s. Additionally, the psychic damage from your Voice of Command feature increases to 1d6.
15th-level Herald feature
You can unleash your psionic power not just as a targeted decree, but as a wide blast of psychic force. As an action, you can expend one Psionic Energy die to create a 30-foot cone of psychic energy originating from you.
Each creature in that area must make an Intelligence saving throw (DC equal to 8 + your proficiency bonus + your Intelligence modifier). A creature takes psychic damage equal to four of your Psionic Energy dice on a failed save, or half as much damage on a successful one.
Additionally, the size of your Psionic Energy dice increases to d10s.
18th-level Herald feature
As an action, you can expend two Psionic Energy dice to make your presence the absolute center of the battlefield, projecting an aura of pure mental dominance. This 30-foot radius aura lasts for 1 minute or until you are incapacitated. For the duration, you gain the following benefits:
* You are immune to psychic damage and the charmed and frightened conditions.
* The area within the aura is difficult terrain for any enemy creature as their will to move is sapped by your presence.
* Whenever you hit an enemy creature inside the aura with an attack, you can use your Telekinetic Thrust feature on that creature without expending a Psionic Energy die.
Once you use this feature, you canβt use it again until you finish a long rest.
Finally, the size of your Psionic Energy dice increases to d12s.