Epic Herald

To you divine power is as trustworthy as any bit of steel—blades and hammers are only conduits through which disaster plays out, and in truth you are the weapon.

Table: Epic Herald
Level Proficiency Bonus Features Spell Slots per Spell Level
1st 2nd 3rd 4th 5th 6th 7th
21st +7 Potent Smite, Prestige, Secondary Archetype Feature (1) 4 3 3 3 2 1
22nd +7 Legendary Ability Score Improvement 4 3 3 3 2 1
23rd +7 Channel Divinity (2/rest), Secondary Archetype Feature (2) 4 3 3 3 2 2
24th +7 Legendary Ability Score Improvement 4 3 3 3 3 2
25th +8 Exceptional Smiting, Legendary Prestige 4 3 3 3 3 2 1
26th +8 Legendary Ability Score Improvement 4 4 3 3 3 2 1
27th +8 Herald Auras, Secondary Archetype Feature (3) 4 4 3 3 3 3 2
28th +8 Legendary Ability Score Improvement 4 4 3 3 3 3 2
29th +9 Champion’s Armor 4 4 3 3 3 3 3
30th +9 Epic Prestige 4 4 4 3 3 3 3

6th-level Herald Spells: blade barrier, find the path, forbiddance, harm, heal, true seeing

7th-level Herald Spells: divine word, etherealness, regenerate, resurrection

Potent Smite

By 21st level, you channel the heavenly planes themselves with every blow. Whenever you hit a creature with a melee weapon, the creature takes an extra 2d6 radiant damage. At 25th level this extra damage increases to 2d8 radiant damage, and at 30th level this extra damage increases to 2d10 radiant damage. This feature replaces Improved Divine Smite.


At 21st level, your deeds and renown reach all corners of the civilized world—sometimes even further. Commoners and other NPCs recognize you or at the very least know your name, and you are treated as an equal (or nearly as much) by empresses, monarchs, and other heads of state.

Churches everywhere have spoken about you—perhaps negatively, perhaps positively—and the people at large know to fear or trust you. You either have advantage on Charisma (Intimidation) checks you make against a commoner, or you have advantage on Charisma (Persuasion) checks you make against a commoner. Which of these checks you benefit from is determined for each NPC by the GM.

Secondary Archetype Features

At 21st level, your mastery over your adventuring methods expands to encapsulate another path to glory, power, prestige, and wealth. Choose a secondary class archetype. You gain the archetype feature or features granted by your secondary archetype.

At 23rd level, you gain the second archetype feature or features granted by your secondary archetype.

At 27th level, you gain the third archetype feature or features granted by your secondary archetype.

Legendary Ability Score Improvement

When you reach 22nd level, and again at 24th, 26th, and 28th level, you can increase one ability score of your choice by 1, and increase your maximum possible score for that ability score by 1. In addition, you can select a feat. Alternatively, you can choose not to increase an ability score and gain an epic feat instead.

Note: When a multiclassing adventurer would gain an Ability Score Increase, they instead gain a Legendary Ability Score Improvement.

Exceptional Smiting

Beginning at 25th level, your capacity for channeling your divine power into exceptional bursts increases dramatically. The maximum amount of extra damage dealt by your Divine Smite increases to 8d8. In addition, when you use Divine Smite you may choose to deal cold, fire, force, lightning, psychic, radiant, or thunder damage.

Legendary Prestige

At 25th level, your reputation has grown so far that even the gods know who you are and the forces of reality bow to your presence. When you are visiting another plane of existence, until you take a hostile action against or attack a creature native to that plane, you are immune to damaging effects of the environment. For example, when you first arrive in the Plane of Fire you do not take fire damage from the Sea of Fire.

Herald Auras

At 27th level the range of your herald auras increase to 60 feet.

Champion’s Armor

Starting at 29th level, your faith becomes not only your weapon but your armor as well.

You can use a bonus action to empower your armor with supernatural energies.

For the next minute, you gain a magical bonus to armor class equal to half your proficiency bonus. If you take damage, this property of the feature ceases to function until the start of your next turn. In addition, your armor is suffused with holy energies if you are good, unholy power if you are evil, or whichever you choose if you are neutral (once this choice is made, it cannot be changed). Holy energies grants you immunity to radiant damage, and unholy power grants immunity to necrotic damage. Whenever a creature within 5 feet of you hits you with a melee attack, the armor erupts with magic. The attacker takes 2d8 radiant damage from holy energies, or 2d8 necrotic damage from unholy power. Once you use this feature, you can’t use it again until you finish a long rest.

Epic Prestige

At 30th level, you are practically a deity in your own right. Gods and deities do not treat you as an equal, but they do give you a measure of respect. When you request the presence of a god or to have a meeting with one, your request is honored within 1 week.

Section 15: Copyright Notice

Legendary Adventures © 2020 Mike Myler, published under license by Legendary Games.

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