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
Proficiencies
Starting Equipment
Class Resources
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.
Class Abilities
Martial Abilities
Ruinous Charge
You drive your strike through a charging line of force and momentum.
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.
You must have moved at least 20 feet straight toward the target this turn
Blighted Cut
Your wounds spread a wasting sickness that clings to the body.
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.
Famished Riposte
You answer a missed blow by stripping away strength and vigor.
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.
Grave Step
You slip between blows as though death itself were opening a road for you.
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.
War Banner Strike
Your blows drive allies forward and make the enemy hesitate.
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.
Plague Cloud Toss
You hurl a burst of filth that bursts into a choking cloud of contagion.
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.
Hunger the Field
You strip strength from an area, leaving bodies light, weak, and unable to recover.
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.
Ride Down
You turn a charge into a crushing descent that bowls enemies over.
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.
You must have moved at least 10 feet straight toward the target this turn
Sever Supply
You strike at the very moment healing arrives and spoil it.
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.
Black Herald
You speak the warning and wrap an enemy in an omen of dread.
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.
Death Tally
You capitalize on the moment a foe falls, turning death into momentum.
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.
Pale Gallop
You step from one place to another in a blur of pale motion.
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.
Reap the Fallen
You finish the weak with a single, merciless cut.
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.
Cataclysmic Pursuit
Nothing that tries to flee the end can outrun you for long.
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.
Final Procession
You become the embodiment of the road's end, and every strike carries the weight of the coming disaster.
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.
Class Progression
| 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)
Harbinger's March (Level 1)
Dread Pursuit (Level 2)
Horseman Path (Level 3)
Extra Attack (Level 5)
Grim Aura (Level 6)
Harvest of Ruin (Level 9)
Dreadful Stature (Level 10)
Relentless Advance (Level 13)
March of the Grave (Level 14)
Fourfold Surge (Level 17)
End of Days (Level 20)
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