Conquerors are fearsome heralds dedicating to conquering and subjugating others. Some truly believe they have the right to rule, and that may even be true, while others simply seek to accumulate personal power and wealth. Most have something of a rightfully dark reputation, but there are more noble expressions, such as those who fight fire with fire seeking to take back lands conquered by others that rightly belong to them or their people, or those desperate to unite shortsighted factions against a greater evil.
Regardless of the cause that drives them forward all conquerors hold similar tenets.
No Quarter. Surrender may be accepted if you dictate total and absolute terms, but for those that resist there is no mercy.
Crush Hope. So long as the enemy believes they can fight they will resist. Correct them of their mistake.
Ever Advance. It is not enough simply to defend what you have. Whether by ancestral right, divine right, or the right of might you seek to press on and expand your holdings, be they land, possessions, or prestige.
Iron Will, Iron Body. You must show total conviction in your choices, no matter what doubts you bury within, and maintain the personal strength of arms to back them up. An army is only as strong as its head.
Add the attack and fear schools of magic to your list of herald spells.
At 3rd level you gain the following channel divinity options:
At 7th level when a creature starts its turn frightened of you, they take psychic damage equal to your proficiency bonus.
At 15th level when you smite a target or critically hit them with a weapon attack they must make a Wisdom saving throw against your spell save DC or be frightened until the end of their next turn. Whenever you reduce a creature to 0 hit points all hostile creatures within 30ft of the creature you felled must make a Wisdom saving throw or be frightened until the end of their next turn.
In addition, when a creature within 5ft of you hits you with an attack you may use your reaction to attack them back, critically hitting on a 17-20 when you do so. You may do so a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.
At 20th level you increase your critical hit range by 1, to a maximum of 17-20. In addition, your smites deal 1d8 bonus damage against creatures frightened of you or whose CR is half your level or less.