This class originally appeared in the 2000 Dragon Annual. It is © 2000 Dragon Magazine, Wizards of the Coast and author Andy Collins.

     The Royal heralds are spies and diplomats. Trusted hired hands that ferret out spies, corruption and insurgents. They are also spies themselves in foreign countries. They never pronounce themselves as heralds, always posing as something, or someone, else. They are the secret police and information gatherers of the crown.

BAB +4 or better
Skills: Bluff 4, Diplomacy 6, Gather Information 6, Sense Motive 4
Special: Must be able to speak at least three languages.

 

Level Attack+ Fort+ Ref+ Will+ Special
Spells per Day
0
1st
2nd
3rd
4th
1
+0
+0
+2
+2
False Alignment
2
0
--
--
--
2
+1
+0
+3
+3
Sneak Attack +1d6
3
1
--
--
--
3
+2
+1
+3
+3
Uncanny Dodge (Dex Bonus)
3
1
0
--
--
4
+3
+1
+4
+4
Sneak Attack +2d6
3
2
1
--
--
5
+3
+1
+4
+4
Nondetection
4
2
1
0
--
6
+4
+2
+5
+5
Sneak Attack +3d6
4
2
2
1
--
7
+5
+2
+5
+5
Uncanny Dodge (Can't be Flanked)
4
3
2
1
0
8
+6
+2
+6
+6
Sneak Attack +4d6
4
3
2
2
1
9
+6
+3
+6
+6
Skill Mastery
4
3
3
2
1
10
+7
+3
+7
+7
Sneak Attack +5d6
4
4
3
2
2

Skill points at each level: 4+Int modifier

The Royal Herald's class skills and their key abilities are: Bluff (Cha), Decipher Script (Int, exclusive), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Knowledge: Any (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Read Lips (Int), Scry (Int), Search (Int), Sense Motive (Wis), Speak Language, Spot (Wis)

Spells Known
Level
0
1st
2nd
3rd
4th
1
3
1*
--
--
--
2
4
2
--
--
--
3
4
2
1*
--
--
4
4
3
2
--
--
5
5
3
2
1*
--
6
5
3
3
2
--
7
5
4
3
2
1*
8
5
4
3
3
2
9
5
4
4
3
2
10
5
4
4
3
3
*Provided the herald has bonus spells from charisma.


0-level Spells: dancing lights, daze, distract*, ghost sound, guidance, know direction, light, mage hand, open/close,
                     prestidigitation.
1st-level spells: alarm, change self, charm person, comprehend languages, endure elements, detect secret doors, glib tongue*,
                       message, sleep, spider climb.
2nd-level spells: arcane lock, cat's grace, darkness, detect thoughts, invisibility, knock, locate object, lord's charisma*, silence,
                        suggestion.
3rd-level spells: clairaudience/clairvoyance, darkvision, detect scrying, eagle eyes*, hold person, illusory script, Leomund's tiny
                        hut, non-detection, shrink item, tongues.
4th-level spells: discern lies, dimension door, dominate person, freedom of movement, legend lore, modify memory, scrying,
                        sending, speak with dead, sudden mastery*
* denotes a new herald spell, see the spell page for more details

HD: d6

Weapon and Armor Proficiencies: Heralds are proficient with all simple and martial weapons, and with light armor.

Spells: A herald casts arcane spells from the herald spell list. He casts these spells without needing to prepare them before hand or
    keep a spell book. Heralds receive bonus spells for high Charisma. To cast a spell, the Herald must have a Cha score equal to 10
    + spell level. The Difficulty class for a saving throw against a heralds spell is 10 + spell level + Cha modifier. The Herald's
    effective casting level is equal to his herald class level.

False Alignment (Su): A Herald of 1st level or higher receives a Will saving throw against any attempt to discern his alignment or
    aura (such as with a detect good spell or the divine version of true seeing). The DC of the saving throw is 10 + spell level +
    caster's ability modifier (Cha for Sorcerers, Wis for Clerics, Int for Wizards). If successful, the Herald can choose what alignment
    he presents.

Sneak Attack (Ex): Same as the Rogue ability (see PHB pg. 47). This is cumulative with any Sneak Attack bonuses the
    character may have from other classes.

Uncanny Dodge (Ex):At 3rd level, the Herald gains the extraordinary ability to react to danger before his senses would allow him
    to do so. He retains his Dex bonus (if any) regardless of being caught flat-footed or attack by an invisible foe. At 7th level, the
    Herald cannot be flanked except by a rogue 4 levels higher than the character. This is cumulative with other classes Uncanny
    Dodge. Thus a Rog6/Her5 would be treated as an 11th level Herald for determining Uncanny dodge bonuses.

Nondetection (Sp): At 5th-level, a Herald has a permanent nondetection effect (as the spell). If a divination is cast against the
    Herald, the caster must make succeed in a caster level check
(1d20 + caster level) against a DC of 15 + Herald level.

Skill Mastery (Ex): At 9th-level, the Herald selects a number of skills equal to 3 + Int modifier. When making checks with one of
    these skills, the Herald can take 10 even if stress and distractions would normally prevent him from doing so. He becomes so
    certain in those skills that he can use them reliably even under adverse conditions.