These warriors bring the promise of dawn, offering hope and support to the fearful and the promise of redemption to those who turn from their evil ways. They are also renowned for their ability to foresee the future. Voices of dawn are often at the center of heroic tales of glorious last stands against impossible odds or the redemption of those once lost to evil.
¶ Tenets of the Voice of Dawn
All voices of dawn hold similar tenets, regardless of the deity they serve.
- A Guide to All. Lead the downtrodden to safety and the fallen back to the light.
- After Even the Darkest Night Comes the Dawn. Never give up, no matter how hopeless things seem.
- Anyone Can Repent. No one is beyond saving and all contrition should be treated seriously until proven false.
- Every Action Can Bring Hope. Respond to any sincere request for aid with benevolence.
Add the radiant, scrying, and sound schools of magic to your list of herald spells.
At 3rd level when you choose this archetype, you gain the following two Channel Divinity options.
Balming Words. You can spend 10 minutes offering words of comfort and encouragement to a number of creatures equal to your proficiency bonus. They each gain an expertise die on Wisdom and Charisma saving throws for the next hour and reduce their strife level by one.
Foretold. You can use an action to draw on the hope of your cause. Roll a number of d4s equal to your Charisma modifier and make a note of each of the results. As a reaction, you can add one of these rolls to an attack roll or saving throw made by a creature you can see within 30 feet of you.
When you finish a short or long rest, you lose any unused rolls. Using this option a second time does not stack, but instead allows you to roll additional d4s until you again have a number available equal to your Charisma modifier.
Starting at 7th level, you can cause a foe to experience the pain it has brought to others. As an action, choose a creature you can see within 30 feet. The target makes a Wisdom saving throw, taking 4d8 psychic damage and suffering a level of strife on a failure. On a success, it takes half damage and suffers no strife. The target has advantage on this saving throw if it has a CR equal to or higher than your herald level. The target also knows you are the source of this damage.
You can maintain concentration on this ability like a spell for a total number of subsequent turns equal to your Charisma modifier. If you do, you can use a bonus action to force the same target to attempt the save again with the same results. If this ability causes the target to drop to 0 hit points it is immediately stabilized.
You gain an additional use of this feature at 15th level. You regain all spent uses whenever you finish a long rest.
Beginning at 15th level, you can call into being an extradimensional space that can be used as a haven for a number of Medium creatures equal to twice your Charisma bonus and lasts for 8 hours. Large creatures count as 2 occupants, and any creature larger than Large can’t enter. The haven has one entrance that appears in space you choose within 30 feet and is 5 feet wide and 10 feet tall. You and any creature you designate may enter your haven while the portal is open as long as it can fit through the entrance and the haven is not at maximum occupancy. You can open and close the portal while you are within 30 feet (no action required). Once closed the entrance is invisible, though you know where it is located.
The entrance leads into a simple barracks built of what appears to be pale sandstone. Inside stand a number of precisely made bunks equal to the maximum number of occupants. On the far side two doors lead to a washing area and a kitchen which contains enough Supply for each occupant to avoid fatigue. Checks made here using cooking utensils gain an expertise die.
All objects and furnishings belonging to the haven evaporate into shimmering dust when they leave it. Any creature or outside item within the haven when it ends is harmlessly expelled into an unoccupied space near the entrance.
At 20th level, your presence alone is enough to raise the spirits and revive the bodies of those around you. When a creature enters your aura you can spend a reaction to reduce either its fatigue or strife level (its choice) by 1. Once a creature has benefited from this ability it cannot benefit from it again for 24 hours.
Additionally, you can use an action to call on the hope that is central to your faith. Choose any number of other creatures you can see within your aura, including yourself. For the next hour, each target gains an expertise die on death saving throws, as well as saving throws to avoid suffering strife or becoming rattled, frightened, or stunned. Additionally, the first time it receives magical healing during this time it regains the maximum number of hit points possible. For the duration, you shed light like a torch and creatures can’t gain bonuses (like those granted by bless or expertise dice) or advantage on attack rolls against you. Once you use this feature, you can’t use it again until you finish a long rest.