Harbinger of the Fourfold End

Harbingers of the Fourfold End are not merely destroyers. They are living omens of change, the riders who appear when nations rot, fields fail, armies march, or graves grow restless. Some serve as conquerors, some as liberators, and some as judges who believe every civilization must eventually answer for what it has become. A Harbinger walks into a story like a storm front: never subtle, always felt, and rarely ignored. They are feared because they do not simply kill; they arrive with a verdict. The four paths each reflect a different shape of ending, but all share the same truth: nothing lasts forever, and denying that truth only makes the final reckoning harsher.

Class Features

Hit Die d10
Primary Ability Strength, Charisma
Saving Throws Strength, Charisma
Archetype Martial
Ability Categories martial_abilities
Caster Progression None

Proficiencies

Armor Light armor, Medium armor, Shields
Weapons Simple weapons, Martial weapons
Skills Choose 2 from Athletics, Intimidation, Insight, Perception, Survival, and Medicine

Starting Equipment

• Scale mail or leather armor
• A martial weapon and a shield, or two martial weapons
• An explorer's pack or a dungeoneer's pack
• Five javelins or two handaxes
• A riding saddle and bridle, or a trophy taken from a defeated foe

Class Resources

Omen Dice Max 7 (After a Long Rest)

You begin with 3 Omen dice. You gain additional dice as you level: 4 at 5th level, 5 at 9th, 6 at 13th, and 7 at 17th. The dice are used to fuel your martial abilities and class features.

Spending When a martial ability or class feature tells you to spend an Omen die, expend one die from the pool and roll it unless the feature says to spend multiple dice. Unless a feature says otherwise, you can't spend more than 1 Omen die on the same attack roll, ability check, or saving throw.
Recovery You regain all expended Omen dice when you finish a Long Rest.

Class Abilities

Martial Abilities

Ruinous Charge
Part of the Attack action 1 Omen die Level 1
Range Melee weapon reach
Target One creature you hit with a melee weapon attack
Duration Instantaneous
Movement You can move up to 10 feet after the attack without provoking opportunity attacks from the target.
Attack / Save Melee weapon attack; Strength saving throw if the target is Large or smaller
Defense None

You drive your strike through a charging line of force and momentum.

Rules Text:

As part of the Attack action, if you moved at least 20 feet straight toward a creature this turn and hit it with a melee weapon attack before the end of that movement, you can spend 1 Omen die. Roll the die and add it to the damage of the hit. If the target is Large or smaller, it must make a Strength saving throw against your Omen save DC or be knocked prone. After the attack resolves, you can move up to 10 feet without provoking opportunity attacks from the target.

Prerequisites:

You must have moved at least 20 feet straight toward the target this turn

Damage Effect
Attack: Melee weapon attack
Range: Melee weapon reach
Target: One creature you hit with a melee weapon attack
Damage: 1d6 bludgeoning, piercing, or slashing (same as the triggering weapon) (This damage uses your Omen die: d8 at 9th level, d10 at 13th level, and d12 at 17th level.)
Resource: Spend 1 Omen die
Control Effect
Saving Throw: Strength
Attack: Melee weapon attack
Range: Melee weapon reach
Target: The target of the triggering hit
Conditions: prone
Duration: Until the end of the target's turn or until it stands
Blighted Cut
Part of the Attack action 1 Omen die Level 1
Range Melee weapon reach
Target One creature you hit with a melee weapon attack
Duration Until the start of your next turn
Movement None
Attack / Save Melee weapon attack; Constitution saving throw
Defense None

Your wounds spread a wasting sickness that clings to the body.

Rules Text:

When you hit a creature with a melee weapon attack, you can spend 1 Omen die. The target must make a Constitution saving throw against your Omen save DC. On a failure, it takes poison damage equal to the Omen die and can't regain hit points until the start of your next turn. It also has disadvantage on the next Constitution saving throw it makes before then. On a success, it takes no additional damage and suffers no further effect.

Damage Effect
Attack: Melee weapon attack
Range: Melee weapon reach
Target: One creature you hit with a melee weapon attack
Damage: 1d6 poison (This damage uses your Omen die: d8 at 9th level, d10 at 13th level, and d12 at 17th level.)
Resource: Spend 1 Omen die
Debuff Effect
Saving Throw: Constitution
Attack: Melee weapon attack
Range: Melee weapon reach
Target: The target of the triggering hit
Duration: Until the start of your next turn
Famished Riposte
Reaction 1 Omen die Level 2
Range Melee weapon reach
Target The creature that missed you with a melee attack
Duration Until the start of your next turn
Movement None
Attack / Save Melee weapon attack
Defense None

You answer a missed blow by stripping away strength and vigor.

Rules Text:

When a creature within your reach misses you with a melee attack, you can use your Reaction and spend 1 Omen die to make one melee weapon attack against that creature. On a hit, the attack deals normal weapon damage plus the Omen die as necrotic damage, and the target's speed is reduced by 10 feet until the start of your next turn.

Damage Effect
Attack: Melee weapon attack
Range: Melee weapon reach
Target: The creature that triggered the Reaction
Damage: 1d6 necrotic (This damage uses your Omen die: d8 at 9th level, d10 at 13th level, and d12 at 17th level.)
Resource: Spend 1 Omen die
Debuff Effect
Attack: Melee weapon attack
Range: Melee weapon reach
Target: The creature that triggered the Reaction
Duration: Until the start of your next turn
Movement: Reduce the target's speed by 10 feet
Grave Step
Bonus Action 1 Omen die Level 2
Range Self
Target Self
Duration Until the end of your turn
Movement Teleport or move up to 15 feet to an unoccupied space you can see
Attack / Save None
Defense None

You slip between blows as though death itself were opening a road for you.

Rules Text:

As a Bonus Action, you can spend 1 Omen die to move up to 15 feet to an unoccupied space you can see. This movement does not provoke opportunity attacks. If you end this movement within 5 feet of a hostile creature, the first melee weapon attack you make before the end of the turn deals extra damage equal to the Omen die you spent.

Movement Effect
Range: Self
Target: Self
Duration: Until the end of your turn
Movement: Move up to 15 feet without provoking opportunity attacks
Resource: Spend 1 Omen die
Buff Effect
Attack: Melee weapon attack
Range: Self
Target: Your first melee weapon attack after this movement
Duration: Until the end of your turn
War Banner Strike
Part of the Attack action 1 Omen die Level 5
Range 30 feet
Target One creature you hit and one ally within 30 feet
Duration Until the start of your next turn
Movement One ally can move up to half its speed without provoking opportunity attacks
Attack / Save Melee weapon attack; Wisdom saving throw
Defense None

Your blows drive allies forward and make the enemy hesitate.

Rules Text:

As part of the Attack action, when you hit a creature with a weapon attack, you can spend 1 Omen die. The target must make a Wisdom saving throw against your Omen save DC. On a failure, it can't take Reactions until the start of your next turn. Choose one ally within 30 feet of you who can see or hear you; that ally can use its Reaction to move up to half its speed without provoking opportunity attacks. If the ally ends this movement within 5 feet of the target, it can make one melee weapon attack against the target as part of that Reaction.

Control Effect
Saving Throw: Wisdom
Attack: Melee weapon attack
Range: 30 feet
Target: The creature you hit
Conditions: no reactions
Duration: Until the start of your next turn
Resource: Spend 1 Omen die
Buff Effect
Range: 30 feet
Target: One ally within 30 feet
Duration: As part of the ally's Reaction
Movement: Move up to half speed without provoking opportunity attacks
Plague Cloud Toss
Action 2 Omen dice Level 5
Range 30 feet
Target Each creature in a 10-foot-radius sphere centered on a point you can see
Duration Instantaneous
Movement None
Attack / Save Constitution saving throw
Defense None

You hurl a burst of filth that bursts into a choking cloud of contagion.

Rules Text:

As an Action, choose a point you can see within 30 feet. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw against your Omen save DC. On a failure, a creature takes 2 Omen dice of poison damage and is poisoned until the end of its next turn. On a success, it takes half damage and suffers no other effect.

Damage Effect
Saving Throw: Constitution
Range: 30 feet
Target: Each creature in the area
Damage: 2d6 poison (Each die uses your Omen die size: d8 at 9th level, d10 at 13th level, and d12 at 17th level.)
Resource: Spend 2 Omen dice
Debuff Effect
Saving Throw: Constitution
Range: 30 feet
Target: Each creature that failed the save
Conditions: poisoned
Duration: Until the end of the creature's next turn
Hunger the Field
Action 1 Omen die Level 7
Range Self (15-foot cone)
Target Each creature of your choice in the cone
Duration Instantaneous
Movement None
Attack / Save Dexterity saving throw
Defense None

You strip strength from an area, leaving bodies light, weak, and unable to recover.

Rules Text:

As an Action, you create a 15-foot cone originating from yourself. Each creature of your choice in the cone must make a Dexterity saving throw against your Omen save DC. On a failure, a creature takes necrotic damage equal to 1 Omen die, loses all temporary hit points, and its speed is reduced by 10 feet until the end of its next turn. On a success, it takes half damage and suffers no other effect.

Damage Effect
Saving Throw: Dexterity
Range: Self (15-foot cone)
Target: Each creature of your choice in the cone
Damage: 1d6 necrotic (This damage uses your Omen die: d8 at 9th level, d10 at 13th level, and d12 at 17th level.)
Resource: Spend 1 Omen die
Debuff Effect
Range: Self (15-foot cone)
Target: Each creature that failed the save
Duration: Until the end of the creature's next turn
Movement: Reduce the target's speed by 10 feet and remove all temporary hit points
Ride Down
Part of the Attack action 1 Omen die Level 7
Range Melee weapon reach
Target One creature you hit with a melee weapon attack
Duration Instantaneous
Movement You can move up to 10 feet straight toward another creature without provoking opportunity attacks
Attack / Save Melee weapon attack; Strength saving throw
Defense None

You turn a charge into a crushing descent that bowls enemies over.

Rules Text:

As part of the Attack action, if you moved at least 10 feet straight toward a creature this turn and hit it with a melee weapon attack, you can spend 1 Omen die. The target must make a Strength saving throw against your Omen save DC. On a failure, it is knocked prone, and if it is Large or smaller it is pushed 10 feet. After the attack resolves, you can move up to 10 feet straight toward another creature without provoking opportunity attacks.

Prerequisites:

You must have moved at least 10 feet straight toward the target this turn

Damage Effect
Attack: Melee weapon attack
Range: Melee weapon reach
Target: One creature you hit with a melee weapon attack
Damage: 1d6 bludgeoning, piercing, or slashing (same as the triggering weapon) (This damage uses your Omen die: d8 at 9th level, d10 at 13th level, and d12 at 17th level.)
Resource: Spend 1 Omen die
Control Effect
Saving Throw: Strength
Attack: Melee weapon attack
Range: Melee weapon reach
Target: The target of the triggering hit
Conditions: prone
Duration: Until the target stands
Movement: Push the target 10 feet if it is Large or smaller
Sever Supply
Reaction 1 Omen die Level 9
Range 30 feet
Target One creature you can see that would regain hit points or temporary hit points
Duration Instantaneous
Movement None
Attack / Save None
Defense None

You strike at the very moment healing arrives and spoil it.

Rules Text:

When a creature you can see within 30 feet of you regains hit points or temporary hit points, you can use your Reaction and spend 1 Omen die to reduce the healing by the die roll plus your proficiency bonus. If the reduction lowers the healing to 0, the creature gains no hit points or temporary hit points from that effect and can't regain hit points until the start of your next turn.

Debuff Effect
Range: 30 feet
Target: One creature that would regain hit points or temporary hit points
Duration: Until the start of your next turn
Resource: Reduce healing by 1 Omen die + proficiency bonus
Black Herald
Bonus Action 1 Omen die, or 2 Omen dice for the extended version Level 9
Range 30 feet
Target One creature you can see or hear
Duration Until the end of its next turn, or 1 minute if you spend 2 Omen dice
Movement None
Attack / Save Wisdom saving throw
Defense None

You speak the warning and wrap an enemy in an omen of dread.

Rules Text:

As a Bonus Action, choose one creature you can see or hear within 30 feet. The target must make a Wisdom saving throw against your Omen save DC. On a failure, it is frightened of you until the end of its next turn and can't take Reactions during that time. If you spend 2 Omen dice instead of 1, the effect lasts for 1 minute and the target repeats the save at the end of each of its turns, ending the effect on a success. On a success against the 1-die version, the target is immune to this feature until the start of your next turn.

Debuff Effect
Saving Throw: Wisdom
Range: 30 feet
Target: One creature you can see or hear
Conditions: frightened
Duration: Until the end of its next turn, or 1 minute with repeat saves
Resource: Spend 1 Omen die, or 2 Omen dice for the extended version
Death Tally
Reaction 1 Omen die Level 11
Range 30 feet
Target One hostile creature dropping to 0 hit points, plus optional secondary target for the attack
Duration Instantaneous
Movement Move up to half your speed toward a creature you can see without provoking opportunity attacks
Attack / Save Melee weapon attack if you choose the attack option
Defense Gain temporary hit points equal to Omen die + proficiency bonus if you choose that option

You capitalize on the moment a foe falls, turning death into momentum.

Rules Text:

When a hostile creature you can see within 30 feet drops to 0 hit points, you can use your Reaction and spend 1 Omen die. Choose one: gain temporary hit points equal to the die roll plus your proficiency bonus, or move up to half your speed toward a creature you can see without provoking opportunity attacks and make one melee weapon attack against that creature if it is within your reach. If you make the attack, it deals extra necrotic damage equal to the Omen die.

Buff Effect
Range: 30 feet
Target: Self
Duration: Until lost
Defense: Temporary hit points equal to Omen die + proficiency bonus
Resource: Spend 1 Omen die
Damage Effect
Attack: Melee weapon attack
Range: Melee weapon reach
Target: One creature within your reach
Damage: 1d6 necrotic (This damage uses your Omen die: d8 at 9th level, d10 at 13th level, and d12 at 17th level.)
Pale Gallop
Bonus Action 1 Omen die Level 11
Range Self
Target Self
Duration Until the end of your turn
Movement Teleport up to 30 feet to an unoccupied space you can see
Attack / Save None
Defense None

You step from one place to another in a blur of pale motion.

Rules Text:

As a Bonus Action, you can spend 1 Omen die to teleport up to 30 feet to an unoccupied space you can see. If you end this teleport within 5 feet of a hostile creature, the first melee weapon attack you make before the end of the turn has advantage and deals extra damage equal to the Omen die.

Movement Effect
Range: Self
Target: Self
Duration: Until the end of your turn
Movement: Teleport up to 30 feet
Resource: Spend 1 Omen die
Buff Effect
Attack: Melee weapon attack
Range: Self
Target: Your first melee weapon attack after teleporting
Duration: Until the end of your turn
Reap the Fallen
Part of the Attack action 1 Omen die Level 13
Range Melee weapon reach
Target One creature at or below half its hit point maximum that you hit with a melee weapon attack
Duration Until the start of your next turn
Movement None
Attack / Save Melee weapon attack; Wisdom saving throw
Defense None

You finish the weak with a single, merciless cut.

Rules Text:

As part of the Attack action, when you hit a creature that is at or below half its hit point maximum, you can spend 1 Omen die. The target must make a Wisdom saving throw against your Omen save DC. On a failure, it is frightened until the start of your next turn and takes extra necrotic damage equal to the Omen die. If it is already frightened by you, it can't regain hit points until the start of your next turn.

Damage Effect
Attack: Melee weapon attack
Range: Melee weapon reach
Target: One creature at or below half its hit point maximum
Damage: 1d6 necrotic (This damage uses your Omen die: d8 at 9th level, d10 at 13th level, and d12 at 17th level.)
Resource: Spend 1 Omen die
Debuff Effect
Saving Throw: Wisdom
Attack: Melee weapon attack
Range: Melee weapon reach
Target: The target of the triggering hit
Conditions: frightened
Duration: Until the start of your next turn
Cataclysmic Pursuit
Reaction 1 Omen die Level 13
Range 60 feet
Target One hostile creature that moved at least 10 feet on its turn
Duration Instantaneous
Movement Move up to your speed directly toward the target
Attack / Save Melee weapon attack; Strength saving throw
Defense None

Nothing that tries to flee the end can outrun you for long.

Rules Text:

When a hostile creature you can see within 60 feet moves at least 10 feet on its turn, you can use your Reaction and spend 1 Omen die to move up to your speed directly toward that creature. This movement does not provoke opportunity attacks from that creature. If you end within your melee reach, you can make one melee weapon attack against it. On a hit, the attack deals extra damage equal to the Omen die, and the target must make a Strength saving throw against your Omen save DC or its speed becomes 0 until the end of its current turn.

Movement Effect
Range: 60 feet
Target: Self
Duration: Instantaneous
Movement: Move up to your speed directly toward the target without provoking opportunity attacks from that target
Resource: Spend 1 Omen die
Damage Effect
Attack: Melee weapon attack
Range: Melee weapon reach
Target: The moving hostile creature
Damage: 1d6 bludgeoning, piercing, or slashing (same as the triggering weapon) (This damage uses your Omen die: d8 at 9th level, d10 at 13th level, and d12 at 17th level.)
Control Effect
Saving Throw: Strength
Attack: Melee weapon attack
Range: Melee weapon reach
Target: The moving hostile creature
Duration: Until the end of the target's current turn
Movement: Reduce the target's speed to 0
Final Procession
Bonus Action 2 Omen dice Level 20
Range Self (15-foot aura)
Target Self and hostile creatures of your choice in the aura
Duration 1 minute
Movement Your speed increases by 10 feet and you ignore difficult terrain
Attack / Save Wisdom saving throw
Defense None

You become the embodiment of the road's end, and every strike carries the weight of the coming disaster.

Rules Text:

As a Bonus Action, you can spend 2 Omen dice to enter a 1-minute state of final procession. While it lasts, you gain a 15-foot aura; hostile creatures of your choice that start their turns in the aura must make a Wisdom saving throw against your Omen save DC or have disadvantage on attack rolls until the start of their next turn. While the aura lasts, once on each of your turns when you hit with a weapon attack, you can apply one of the following riders without spending an additional Omen die: Ruinous Charge's prone or push rider, Blighted Cut's healing suppression, or Ride Down's prone or push rider. You also ignore difficult terrain and your speed increases by 10 feet for the duration.

Buff Effect
Range: Self
Target: Self
Duration: 1 minute
Movement: Your speed increases by 10 feet and you ignore difficult terrain
Resource: Spend 2 Omen dice
Debuff Effect
Saving Throw: Wisdom
Range: Self (15-foot aura)
Target: Hostile creatures of your choice in the aura
Duration: Until the start of the target's next turn
Buff Effect
Attack: Melee weapon attack
Range: Self
Target: Your weapon attacks
Duration: 1 minute

Class Progression

Primary Ruleset D&D 5.5 / SRD 5.2
Compatible Rulesets D&D 5.5 / SRD 5.2, D&D 5e / SRD 5.1
Balance Notes This class sits between fighter and paladin in durability, but its strongest effects are limited by Omen Dice and mostly require hits, positioning, or saving throws. It has no spellcasting, so it trades breadth for a focused package of pursuit, control, anti-healing, and burst riders.
Level Prof. Features Resources Spell Slots
1 +2 Omen Dice, Harbinger's March Omen Dice: 3 dice (d6) -
2 +2 Dread Pursuit Omen Dice: 3 dice (d6) -
3 +2 Horseman Path Omen Dice: 3 dice (d6) -
4 +2 Ability Score Improvement Omen Dice: 3 dice (d6) -
5 +3 Extra Attack, Omen Dice increase Omen Dice: 4 dice (d6) -
6 +3 Grim Aura Omen Dice: 4 dice (d6) -
7 +3 Subclass feature Omen Dice: 4 dice (d6) -
8 +3 Ability Score Improvement Omen Dice: 4 dice (d6) -
9 +4 Harvest of Ruin, Omen Dice improve to d8 Omen Dice: 5 dice (d8) -
10 +4 Dreadful Stature Omen Dice: 5 dice (d8) -
11 +4 Subclass feature Omen Dice: 5 dice (d8) -
12 +4 Ability Score Improvement Omen Dice: 5 dice (d8) -
13 +5 Relentless Advance, Omen Dice improve to d10 Omen Dice: 6 dice (d10) -
14 +5 March of the Grave Omen Dice: 6 dice (d10) -
15 +5 Subclass feature Omen Dice: 6 dice (d10) -
16 +5 Ability Score Improvement Omen Dice: 6 dice (d10) -
17 +6 Fourfold Surge, Omen Dice improve to d12 Omen Dice: 7 dice (d12) -
18 +6 Subclass feature Omen Dice: 7 dice (d12) -
19 +6 Ability Score Improvement Omen Dice: 7 dice (d12) -
20 +6 End of Days Omen Dice: 7 dice (d12) -

Class Features

Omen Dice (Level 1)

You have 3 Omen dice, which are d6s. Your Omen save DC equals 8 + your proficiency bonus + your chosen Omen ability modifier (Strength or Charisma, chosen when you gain this class). You regain all expended Omen dice when you finish a Long Rest. The pool increases to 4 dice at 5th level, 5 dice at 9th level, 6 dice at 13th level, and 7 dice at 17th level. The die becomes a d8 at 9th level, a d10 at 13th level, and a d12 at 17th level.

Harbinger's March (Level 1)

Your speed increases by 10 feet. While you are not wearing Heavy armor, standing from prone costs you 5 feet of movement instead of half your speed. During any turn in which you move at least 10 feet toward a hostile creature, you ignore nonmagical difficult terrain for the rest of that turn.

Dread Pursuit (Level 2)

When a creature you can see within 30 feet of you moves at least 10 feet on its turn, you can use your Reaction to move up to half your speed straight toward it. This movement does not provoke opportunity attacks from that creature. You can use this feature once per round.

Horseman Path (Level 3)

At 3rd level, choose one Horseman path: War, Pestilence, Famine, or Death. Your chosen path grants features at 3rd, 7th, 11th, 15th, and 18th level.

Extra Attack (Level 5)

When you take the Attack action on your turn, you can attack twice instead of once.

Grim Aura (Level 6)

While you are not Incapacitated, hostile creatures of your choice that start their turns within 10 feet of you must make a Wisdom saving throw against your Omen save DC. On a failure, a creature can't take Reactions until the start of its next turn. On a success, it is immune to this aura until the start of its next turn.

Harvest of Ruin (Level 9)

Once per turn when a hostile creature you can see within 30 feet drops to 0 hit points, choose one of the following: gain temporary hit points equal to your proficiency bonus + your Omen ability modifier, or regain 1 expended Omen die if you have no unexpended Omen dice.

Dreadful Stature (Level 10)

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You also count as one size larger for the purpose of shoving and grappling. In addition, once on each of your turns when you hit a creature with a weapon attack, you can push it 5 feet if it is Large or smaller.

Relentless Advance (Level 13)

Your movement ignores nonmagical difficult terrain. In addition, once on each of your turns after you move at least 20 feet straight toward a creature, you can move through the space of that creature if it is Large or smaller, treating its space as difficult terrain. If you end that movement adjacent to it, your next melee weapon attack against it before the end of the turn has advantage.

March of the Grave (Level 14)

When you use Dread Pursuit or a martial ability that moves you, you can move an additional 10 feet as part of the same Reaction or Bonus Action. This extra movement can pass through the space of one ally or one creature that is Large or smaller, but you can't end that movement in another creature's space.

Fourfold Surge (Level 17)

At the start of your turn, if you have no expended Omen dice, you regain 1 expended Omen die. In addition, once per Long Rest when you roll Initiative, you regain all expended Omen dice.

End of Days (Level 20)

As a Bonus Action, you enter a 1-minute state of total catastrophe. During it, your speed increases by 20 feet; you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks; you can't be frightened; hostile creatures of your choice that start their turns within 10 feet of you must succeed on a Wisdom saving throw against your Omen save DC or have disadvantage on attack rolls until the start of their next turn; and once on each of your turns when you hit with a weapon attack, you deal extra damage equal to your proficiency bonus. Once you use this feature, you can't use it again until you finish a Long Rest.

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