Gloryseekers are those heralds dedicated to achieving personal fame and glory. Some are questing knights errant riding out to slay dragons, fight blackguards on bridges, or rendezvous with green giants. Others are doomed godsworn warriors heartily throwing themselves into danger that in glorious death in battle they might achieve their preferred afterlife. Still others are those born to glory, descendants of gods waging war, slaying monsters, and becoming kings. And some are simply vain, power hungry narcissists seeking to “cheat” death by achieving immortality through memory.
All gloryseekers follow similar tenets.
Death or Glory. You must be willing to put everything on the line. A death in glory is better than a life in shame.
My Name will Live On. You must craft a legacy for yourself, not only performing great deeds but ensuring those deeds are known, and your fame will outlive you.
Beneath You. Do not sully yourself with mundane and ordinary tasks, except where absolutely necessary.
Eternal Drive. Never be satisfied, and do not rest on your laurels. Always strive to better yourself and seek out new accomplishments.
Add spells of the Enhancement school to your list of herald spells.
At 3rd level you gain the following channel divinity options:
Also at 3rd level, you increase your prestige rating by an amount equal to your proficiency bonus.
At 7th level you gain the following benefits whenever you score a critical hit:
At 15th level the thrill of danger drives you to new heights. While bloodied can grant yourself advantage on weapon attack rolls until the start of your next turn. If you do so, all attack rolls against you have advantage for the same duration. Also while bloodied your chance to critically hit with weapon attacks is 19-20. If you already critically hit on better than a natural 20 you instead increase your critical hit range by 1 to a maximum of 17-20.
In addition, if you die all allies within 60 feet that see you fall gain inspiration.
At 20th level your movement speed increases by 5 feet, your carry weight is doubled, you gain proficiency with an additional 2 skills of your choice, and your high and long jump distances both increase by a number of feet equal to your Charisma modifier.
In addition, you and your party have advantage on Prestige checks.