The Harbinger

The crooks cry out in anger as their cards fail them yet again against the newcomer. They may have aces up their sleeves, but lady time already revealed them to him hours ago.

A veil-clad warrior deflects their attackers blows with ease, their counter-attacks eerily accurate despite their blindness. By the time her assailants realize their fate, they are already dead.

An elven archeologists grazes their hand on ancient land, watching their magic unwind the soil into extinct flowers they have seen centuries ago. As trees and roots follow suit, visions of endless green prick the elf's eyes once more.

Those bound to the whims of time as it reveals to them fragments of the past, present, or future, are titled Harbingers. Be it born too early or too late into this world, pierced by destiny's loom, or a prophet to universal cycles, all Harbingers find their power with the cosmic force of time.

Sight through Time

The passage of time flows differently through a Harbinger. Their very soul is touched by its eternal flow as it provides growth, regression, and stillness to the universe. Through this bond, these individuals can witness and alter time in small bursts, changing the destinies of others around them. It is up to them to understand the ramifications of their powers; averting a great calamity may simply deliver it to the next generation, while preventing the roll of the tiniest pebble may halt the crashing of an avalanche.

All Harbingers share a connection to various divisions of time. Some may be particularly attuned to events of the past, a few in the moments of the present, and others to the actions of the future. This connection provides them great fortitude, allowing them to manifest magic instantaneously, reverse great harm, and alter how they act with time.

Cursed with Omens

Being a conduit to time itself will ravage a Harbinger with omens of precise, monumental occurrences. These events all are marked by similar universal concepts, primordial and timeless as they manifest across time. These visions may be that of oceans of bones, civilizations in their greatest success, a world in endless war, or one overtaken by plants or flames.

Harbingers can learn to channel these omens into their present moment, harnessing shards of energy into spells and chronurgy. Will they use their talents to either prevent the return or arrival of such events, or instead see it fit to bring them forth into the world?

Adventuring Harbingers

With their very being enraptured by a cosmic force, it does not come as a surprise that Harbingers may take on the life of an adventurer. Some may have used this bond with time to previously work as oracles or prophets, or enhance the ordinary profession they worked in. Others may have fled their hometowns out of fear they might incur the visions they witnessed onto their neighbors, to seek out a way to control this new power, or to stop a returning terror from resurfacing.

When creating your Harbinger, you choose with your DM how your character came to possess their bond to time, and can use the Harbinger Origin table as possible inspirations for your class origins.

Harbinger Origin
d8Origin
1You trace your ancestry to a line of oracles, each of them knowing of your arrival into the world, and their inability to see the future after your birth.
2You see yourself as nothing more than a master of luck, changing the odds in your favor rather than taking them low.
3Your eyes have been scarred by a cosmic omen. While you may still see through your sockets, a shard of this omen resides where your eyes once were.
4You periodically "lag" or "speed up", your body unsure of its current moment in time. You seek out a way to control this before it sends you into the distant past, or far-flung future.
5You were marked by the awakenings of a great horror from the past or future. Your quest is to find those with the means to stop it.
6You were born outside of your time, and so you wander to either secure your existence or understand what dislocated you from when you should be.
7You see visions of a terrible act done by your hands. You fear the worse, unsure if you will fulfill this prophecy by acting against it or by doing nothing at all.
8Your dreams share your sight with your ancestors, guiding you to not repeat their mistakes.

Class Features

As a Harbinger, you gain the following class features.

Hit Points

Hit Dice: 1d8 per Harbinger level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Harbinger level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: all weapons
Tools: None
Saving Throws: Charisma
Skills: Choose two from Arcana, History, Intimidation, Investigation, Insight, Nature, Perception, and Persuasion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Harbinger
LevelProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th
1st+2Spellcasting, Temporal Sight22
2nd+2Foretell22
3rd+2Herald's Omen23
4th+2Ability Score Improvement23
5th+3Extra Attack242
6th+3Omen feature242
7th+3Temporal Flesh243
8th+3Ability Score Improvement343
9th+4Foresee3432
10th+4Omen feature3432
11th+4Forecast3433
12th+4Ability Score Improvement3433
13th+5Temporal Soul34331
14th+5Omen feature44331
15th+5Forebode44332
16th+5Ability Score Improvement44332
17th+6Total Rewind443331
18th+6-443331
19th+6Ability Score Improvement443332
20th+6Foresight443332
Quick Build

You can quickly create a Harbinger by following these suggestions. Make Charisma your highest ability score, followed by Dexterity. Then, choose the Sage or Haunted One background. Third, choose the Blade Ward and Guidance cantrips. Conclude with the 1st level spells: Bless, Gift of Alacrity, and Longstrider.

Optional Rule: Multiclassing

If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose the Harbinger as one of the classes.

Spellcasting

1st-level Harbinger feature
You have learned to bend and weave magic through your connection to time, manipulating both together to create wondrous effects.

Cantrips

You know two cantrips of your choice from the Harbinger spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Conduit table.

Preparing and Casting Spells

The Harbinger table shows how many spell slots you have to cast your spells of 1st level or higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Harbinger spells that are available for you to cast, choosing from the Harbinger spell list. When you do so, choose a number of Harbinger spells equal to your Charisma modifier + half your Harbinger level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level Harbinger, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 16, your list of prepared spells can include five spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Bless, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Harbinger spells requires time sent attuning and familiarizing with yourself and the life around you: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting for your Harbinger spells. You harness magic alters time and others perceptions of time. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Harbinger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your Proficiency Bonus + your Charisma modifier
Spell Attack modifier = your Proficiency Bonus + your Charisma modifier

Ritual Casting

You can cast a Harbinger spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Temporal Sight

1st-level Harbinger feature
You have learned to see into the flow of time, altering your perception of the world as a whole. Choose Past, Present, or Future. You gain its specific benefit.

Foretell

2nd-level Harbinger feature
You can alter the destinies of others around you. When a creature within 60 feet of you would make a d20 roll, you can spend your reaction and force them to make a Charisma saving throw. On a failed save, you reroll the dice, choosing between either roll. A creature can willingly fail this save.

If you target a hostile creature, you do not know the result of the initial roll, only that it is either higher or lower than the reroll.

If the target is rolling with advantage or disadvantage, you reroll the roll that would be used.

If this roll is a saving throw against a hostile creature or made by them targeting you, the next attack you make against that creature before the end of your next turn deals an extra 1d8 force damage. This damage increases at later levels; 2d8 (9th), 3d8 (13th), and 4d8 (17th).

You can successfully use this feature a number of times equal to your 1 + proficiency bonus, regaining all expended uses after finishing a long rest.

At 5th level, you now regain all expended uses after finishing a short or long rest.

Herald's Omen

3rd-level Harbinger feature
Your soul has been marked by one of many timeless worldly concepts. Choose one of the following omens. Your choice grants you features at 3rd, 6th, 10th, and 14th level.

Omen of Extinction
Omen of Flame
Omen of Innovation
Omen of Life
Omen of Overgrowth

Omen Spells

Each omen has a list of associated spells. You gain access to these spells at the levels specified in the oath description, choosing two from the listed spells. Once you gain access to this spell, you always have it prepared. Omen spells don't count against the number of spells you can prepare each day.

If you gain an omen spell that doesn't appear on the Harbinger spell list, the spell is nonetheless a Harbinger spell for you.

Ability Score Improvement

4th-level Harbinger feature
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

5th-level Harbinger feature
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Temporal Flesh

7th-level Harbinger feature
Starting at 7th level, you've gained a greater control over your moment in time. You gain the following benefits based on your chosen time.

Foresee

9th-level Harbinger feature
At 9th level, you have an innate gift for causing great change. If you use your Foretell feature to give a friendly creature a natural 19-20, or give a hostile creature a natural 1-2, you do not expend a use of the feature.

Moreover, you don't need to take a reaction to use your Ready action when its trigger occurs.

Forecast

11th-level Harbinger feature
At 11th level, you can warp time and space to manifest your spells before you even cast them. On your turn, choose one spell you have prepared with a casting time of 10 minutes or less. You immediately cast it, expending the slot as normal without requiring the casting time.

Casting a spell in this way harms you until you attempt to cast the spell properly. Until you complete this spell’s normal casting time, you take 1d8 psychic damage at the end of each of your turns. This damage can't be reduced in any way. If your casting would be broken or you otherwise drop the spell, you take 1d8 psychic damage.

For instance, if you used this feature to cast the Bless spell, and end your next 2 turns without spending an action casting the spell properly, you would take a total of 2d8 psychic damage.

Once you have used this feature, you can't do so again until you finish a short or long rest.

Temporal Soul

13th-level Harbinger feature
At 13th level, you can innately manifest the division in time you can see through. You gain the following benefits based on your chosen time.

Once you have used this feature, you cannot do so again until you finish a long rest.

Forebode

15th-level Harbinger feature
At 15th level, changing the fates of others innately warns you of incoming danger. Each time you use your Foretell feature, choose an Ability Score. You or the targeted creature gains advantage on any saving throws you make using that ability score before the end of your next turn.

Total Rewind

17th-level Harbinger feature
At 17th level, time itself has claimed you before death can. When you would drop to 0 hit points, you can choose to instead return to an amount of hit points equal to half your hit point maximum. Doing so gives you a level of exhaustion.

Once you have used this feature, you can't do so again until you finish a long rest.

Timebound Soul

18th-level Harbinger feature
At 18th level, you become immune to effects, bar normal aging, that would unwillingly alter your age. Moreover, you can spend an action to visually age or regress in age, though this does not change your size.

Foresight

20th-level Harbinger feature
At 20th level, you can become one with time itself. You can cast the Foresight spell once with this feature, regaining the ability to do so once you finish a long rest.