
Mortal HeraldSource Divine Mysteries pg. 279When a follower earns the respect and trust of their god, the god sometimes grants that worshipper a great boon in the form of enhanced divine power. This chosen follower becomes a mortal herald, a living instrument for their god. Like a champion or cleric of a deity, a mortal herald has great divine power coursing through them, allowing the individual to enact the god's will within the Universe. Unlike a champion or cleric however, the god recognizes that their chosen mortal herald has skills and abilities that may be unique to them. Not every mortal herald is clad in impenetrable armor or capable of casting divine magic. Instead, the god grants gifts to their mortal herald that best match the individual's strengths. Regardless of who the person was before becoming a mortal herald, they are now a powerful divine being in their own right. Due to the specific needs of a deity and the dedicated nature of a mortal herald, a follower of a covenant or pantheon can't become a mortal herald.
In some cases, the god grants greater potential to their mortal heralds in the form of
mythic power. A mythic character can select the mortal herald archetype as their mythic destiny. You must be a mythic character to select feats from this archetype that have the
mythic trait. More information about mythic destinies can be found
here.
Additional Feats
Source Player Core pg. 215 2.0Some archetypes include a list of “Additional Feats” that appear in other sources. The list includes each feat’s level, which might be different than normal when gained from the archetype. You can take the feat as an archetype feat of that level, meaning it counts toward the number of feats required by the archetype’s dedication feat. When selected this way, a feat that normally has a class’s trait (such as the fighter trait) doesn’t have that class trait.
Click here for the full rules on Additional Feats.
Rare Archetype Dedication Source Divine Mysteries pg. 279Archetype Mortal HeraldPrerequisites Worshiper of a specific deity; master in
master in Religion or your deity’s divine skill
You become a mortal herald of your
deity, gaining power in return for your service. Others intuitively sense your connection with your deity, which subtly influences the way they act around you. You become bound by your deity’s anathema. Depending on your deity, their sanctification can make you
holy or
unholy. This gives you the holy or unholy trait, which commits you to one side of a struggle over the souls of the planes and can be referenced in other abilities. If you “can be” holy or unholy according to your deity, you make that choice, and if you “must be” holy or unholy you gain the trait automatically. If you gain the opposing trait in some way, you lose the previous trait until you complete an
atone ritual.
In addition, once per day, you can cast
heal as a 6th-rank innate divine spell. You can only target yourself with the spell, but you gain the benefits of the 2-action version when you spend 1 action to cast it. In addition, if you would be reduced to 0 Hit Points but not immediately killed, you can cast the spell as a free action before you become unconscious. This spell is automatically heightened to a rank equal to half your level.
Special If you have
void healing, you instead cast
harm.
Archetype Source Divine Mysteries pg. 279Archetype Mortal HeraldPrerequisites Mortal Herald Dedication
Your deity contains multitudes, and you can express any aspect of them you desire. During your daily preparations, you can gain two initial or advanced domain spells from any of your deity’s domains or alternate domains. You can cast these as innate spells until your next daily preparations.
Domain spells are a type of focus spell. Casting any of your
focus spells costs you 1 Focus Point. The maximum number of Focus Points in your pool is equal to the number of focus spells you know or 3, whichever is lower. You refill your focus pool during your
daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the
Refocus activity to pray to your deity or do service toward their causes. Your domain spells are
divine spells. If you were not already, you become trained in spell attacks and spell DCs. Your spellcasting attribute for domain spells is Wisdom.
Archetype Divine Skill Source Divine Mysteries pg. 280Archetype Mortal HeraldFrequency once per 10 minutes
Prerequisites Mortal Herald Dedication; expert in
IntimidationTrigger You successfully
Demoralize an enemy.
You embed a divine fear into the triggering foe that lasts for 10 minutes. During that time, you ignore that creature’s temporary immunity to your Demoralize attempts and whenever you successfully Demoralize the triggering enemy, you can instead increase their existing
frightened condition by 1 (or 2 on a critical success) to a maximum of frightened 4.
Archetype Mythic Teleportation Source Divine Mysteries pg. 280Archetype Mortal HeraldFrequency once per hour
Prerequisites Mortal Herald Dedication
Empowered with divine energy, you can be at an ally’s side in the blink of an eye. You teleport to an empty space adjacent to an ally within 100 feet. If you spend a
Mythic Point as part of this action, you can teleport to anywhere within a mile, and when you arrive, any enemies adjacent to you must succeed at a Will saving throw against your class DC or spell DC or be
stunned 1.
Archetype Divine Source Divine Mysteries pg. 280Archetype Mortal HeraldFrequency once per hour
Prerequisites Mortal Herald Dedication
Your weapon becomes a wrathful instrument of your deity’s power. Choose a weapon you are currently wielding or an unarmed attack, which is wreathed in pure spiritual energy for 1 minute. For the duration, the chosen weapon and unarmed attack deals
spirit damage instead of its regular damage. In addition, the chosen weapon or unarmed attack gains the sanctified trait and deals an additional 2d4 spirit damage.
Archetype Source Divine Mysteries pg. 280Archetype Mortal HeraldPrerequisites Mortal Herald Dedication
Your power uplifts you, breaking the bonds between you and the ground. You gain a
fly Speed equal to your Speed.
Archetype Aura Divine Sanctified Source Divine Mysteries pg. 280Archetype Mortal HeraldFrequency once per hour
Prerequisites Mortal Herald Dedication
You and those closest to you are protected by your deity’s power. For 1 minute, you and all allies within 10 feet of you gain a +1 item bonus to AC and
resistance 10 to spirit damage. In addition, when a creature adjacent to you hits you with a melee attack, or when a creature touches you or hits you with an unarmed attack, that creature takes 5
spirit damage.
At 20th level, the spirit resistance increases to 15 and the spirit damage increases to 10.
Chastise [two-actions] Feat 16
Archetype Concentrate Sanctified Source Divine Mysteries pg. 280Archetype Mortal HeraldPrerequisites Exemplar Expertise
With but a mere word from your deity, you exploit a foe’s fear to see their inner being brought low. You chastise the spirit of a foe within 30 feet that has the
frightened condition. The target must attempt a Will saving throw against the higher of your class DC or spell DC. The target is then temporarily immune for 1 hour.
Critical Success The target is unaffected.
Success The target takes 2
persistent spirit damage. The first time the creature fails their
flat check to recover from this, the persistent spirit damage doubles.
Failure The target takes 4 persistent spirit damage. The first time the creature fails their flat check to recover from this, the persistent spirit damage doubles.
Critical Failure The target takes 6 persistent spirit damage. The first time the creature fails their flat check to recover from this, the persistent spirit damage doubles.
Archetype Curse Divine Source Divine Mysteries pg. 280Archetype Mortal HeraldFrequency once per 10 minutes
Prerequisites Mortal Herald Dedication
You declare a creature you are aware of within 30 feet anathema, causing their friends and strangers to shy away from them. Attempt a
Religion check against the target’s Will DC.
Critical Success Any creature that attempts to target the anathema creature with a beneficial effect must succeed at a DC 5
flat check or the action is disrupted. This curse remains until removed by
cleanse affliction or a similar effect, or an
atone ritual. In addition, the creature gains
weakness 10 to
spirit damage for 1 minute.
Success As critical success, but the curse lasts for 1 minute.
Failure As critical success, but the curse lasts for 1 round and the target doesn’t gain weakness to spirit damage.
Critical Failure The target is unaffected.
Archetype Divine Sanctified Source Divine Mysteries pg. 281Archetype Mortal HeraldPrerequisites Mortal Herald Dedication;
fly Speed of at least 20 feet
Access You are at least 20 feet above the ground.
You dive from the sky, bringing down the might of the divine with you. You
Fly straight down, landing safely in the nearest unoccupied space directly below you. When you land, all creatures in a 10-foot
emanation take 8d10
spirit damage (
basic Fortitude save against the higher of your class DC or spell DC). On a failure, the target is pushed 5 feet (or 10 feet on a critical failure).
At 20th level, the spirit damage increases to 10d10.
Archetype Divine Sanctified Source Divine Mysteries pg. 281Archetype Mortal HeraldPrerequisites Herald's WeaponRequirements Your last action was a Strike made with a weapon or unarmed attack empowered by Herald’s Weapon.
You call upon your deity’s power and channel it through your weapon. The creature you hit in your previous action must attempt a Reflex saving throw against the higher of your class DC or your spell DC.
Critical Success The target is unaffected.
Success The target takes
spirit damage equal to half your level.
Failure The target takes spirit damage equal to your level and is knocked
prone.
Critical Failure The target takes spirit damage equal to twice your level, is knocked prone, and becomes
clumsy 1 until the beginning of your next turn.
Archetype Source Divine Mysteries pg. 281Archetype Mortal HeraldPrerequisites Flash Of Omnipresence
As a mortal herald, you cannot easily be captured, nor can your allies. If you are
grabbed or
restrained when you use Flash of Omnipresence, the creature or effect that is imparting that condition on you takes
spirit damage equal to your level. If you teleport adjacent to a grabbed or restrained ally using Flash of Omnipresence, attempt a
Religion check against the hard DC for the level of the creature or effect that is imparting that condition. On a success, your ally no longer has that condition.
Archetype Divine Source Divine Mysteries pg. 281Archetype Mortal HeraldPrerequisites Shield The Faithful
When you call upon your deity’s power, you also radiate a sense of safety that fortifies your allies. An ally who begins their turn in your Shield the Faithful aura gains 10
temporary Hit Points that last for 1 round.
Archetype Divine Healing Sanctified Spellshape Spirit Vitality Source Divine Mysteries pg. 281Archetype Mortal HeraldPrerequisites Mortal Herald Dedication
You proclaim your spell with the might of your god behind you. If the next action you use is to
Cast a non-cantrip Spell, then all allies within 30 feet gain Hit Points equal to double the rank of the spell, and all enemies within 30 feet take
spirit damage equal to double the rank of the spell (basic Will save against your spell DC).
Archetype Mythic Source Divine Mysteries pg. 281Archetype Mortal HeraldPrerequisites Mortal Herald Dedication; master in
Stealth
Sometimes your deity requires you to act in the shadows, accomplishing things without drawing attention to yourself— or them. Once per day, when you roll
Stealth for initiative at the start of a combat, you can choose to be
invisible for 1 minute. If you spend a
Mythic Point while beginning the
Avoid Notice exploration activity, you are invisible for as long as you continue to Avoid Notice.
Cleric Fortune Source Player Core pg. 120 2.0Archetypes Mortal Herald,
SeneschalFrequency once per hour
Trigger You fail a saving throw against a mental effect
* This version of the Premonition of Clarity feat is intended for use with an Archetype and has a different level for access than the
original feat.
Your deity sends you a vision of faith to steel you against mental attacks. Reroll the triggering saving throw with a +2 circumstance bonus. You must use the second result, even if it’s worse.
Archetype Divine Source Divine Mysteries pg. 281Archetype Mortal HeraldFrequency once per hour
Prerequisites Mortal Herald Dedication
Your life force can fuel the stuff of miracles. You become
drained 1 or increase the value of your drained condition by 1 if you already have the drained condition. Before the end of your next turn, if you
Cast a Spell of 4th rank or lower, you don’t expend the spell’s slot when you cast it, or if you cast a
focus spell, it does not cost a Focus Point. The spell loses whatever tradition trait it would normally have and gains the
divine<%END
Archetype Concentrate Divine Stance
Source Divine Mysteries pg. 281Archetype Mortal HeraldPrerequisites Mortal Herald Dedication
Your spirit becomes one with your deity, granting you the bearing of a god. As long as you are in this stance, you have a 5-foot
emanation that has the
aura trait. Whenever you take an action, you can take it from your space or any space within the emanation as if it were the space you occupy. An enemy that ends its turn completely within the emanation is
off-guard to your Strikes. You can
Sustain the emanation to increase its radius by 5 feet, up to a maximum of 15 feet.
Cleric Source Player Core pg. 120 2.0Archetype Mortal HeraldPrerequisites unholy
* This version of the Eternal Bane feat is intended for use with an Archetype and has a different level for access than the
original feat.
Your life has made you a nexus for your deity’s vile power. You’re continuously surrounded by a bane spell, with a spell rank equal to half your level (rounded up). The radius is 15 feet, and you can’t increase it. You can Dismiss the spell; if you do, it returns automatically after 1 minute.
Cleric Source Player Core pg. 120 2.0Archetype Mortal HeraldPrerequisites holy
* This version of the Eternal Blessing feat is intended for use with an Archetype and has a different level for access than the
original feat.
Your deeds have brought your deity’s grace to you for all of eternity. You’re continuously surrounded by a bless spell, with a spell rank equal to half your level (rounded up). The radius is 15 feet, and you can’t increase it. You can Dismiss the spell; if you do, it returns automatically after 1 minute.
Archetype Source Divine Mysteries pg. 282Archetype Mortal HeraldPrerequisites Mortal Herald Dedication
You can see things as they truly are. You are constantly under the effect of 8th-rank
see the unseen and
truesight spells. Additionally, you gain a +4 status bonus to your
Sense Motive checks and to your
Perception DC against
Lies.
Archetype Divine Mythic Source Divine Mysteries pg. 282Archetype Mortal HeraldPrerequisites Mortal Herald DedicationTrigger Your turn begins.
You briefly see the world as your deity does, recognizing the truth of those around you for a moment. You spend a
Mythic Point to immediately learn the
resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities of a single creature you can see.
Archetype Mental Visual Source Divine Mysteries pg. 282Archetype Mortal HeraldPrerequisites Mortal Herald Dedication;
fly Speed of at least 20 feet
You take to the skies to unveil the full magnificence of your deity’s power.
Fly straight upward up to your
fly Speed and
Interact to draw a weapon or to gesture with your hand or a worn holy symbol. Each enemy within a 60-foot
emanation must attempt a Will save against the higher of your class DC or spell DC. Regardless of the result, the target becomes immune to Glory on High for 1 hour.
Critical Success The creature is unaffected.
Success The creature is
dazzled for 1 minute.
Failure The creature is
blinded for 1 round, dazzled for 1 minute, and takes 10d6
mental damage.
Critical Failure The creature is
blinded for 1 minute, dazzled for 1 hour, and takes 20d6 mental damage.
Archetype Auditory Concentrate Divine Fortune Linguistic Source Divine Mysteries pg. 282Archetype Mortal HeraldFrequency once per 10 minutes
Prerequisites Mortal Herald Dedication; master in
Diplomacy
Your words speak divine truth, guiding blades and arrows to their mark. Choose an ally within 30 feet and attempt a
Diplomacy check. The
DC is equal to the
hard difficulty DC of the level of your ally. On a success, the first time the targeted ally makes an attack roll before the end of their next turn, they roll the attack twice and use the better result. Regardless of the result, the target becomes immune to Guiding Words for 10 minutes.
Archetype Spellshape Source Divine Mysteries pg. 282Archetype Mortal HeraldPrerequisites Mortal Herald Dedication
You declare that an enemy is fit for further punishment in the sight of your
deity. If the next action you perform is to
Cast a Spell that deals damage, one creature of your choice that takes damage from the spell is marked for rebuke until the end of your next turn. A creature marked this way gains
weakness 10 to all damage and becomes immune to Marked for Rebuke for 24 hours.
Cleric Source Player Core pg. 121 2.0Archetype Mortal Herald* This version of the Resurrectionist feat is intended for use with an Archetype and has a different level for access than the
original feat.
You can cause a creature you bring back from the brink of death to thrive and continue healing. When you restore Hit Points to a dying creature or bring a dead creature back to life and restore Hit Points to it, you grant that creature fast healing 5 for 1 minute. This fast healing ends if the creature is knocked unconscious.
Archetype Concentrate Divine Source Divine Mysteries pg. 282Archetype Mortal HeraldPrerequisites Mortal Herald DedicationTrigger An ally takes damage that would bring them to 0 Hit Points.
You protect your allies at the cost of your own blood, but your deity shields you from the worst of the harm.
Stride twice to be adjacent to the triggering ally.
You can
Burrow,
Climb,
Fly, or
Swim instead of Striding if you have the corresponding movement type. You then take the damage that would have brought your ally to 0 Hit Points, though you gain
resistance to all damage against that damage equal to your level.
Cleric Source Player Core pg. 121 2.0Archetype Mortal Herald* This version of the Divine Apex feat is intended for use with an Archetype and has a different level for access than the
original feat.
You can pour divine power into an item, letting the wearer exceed their limits. When you complete your daily preparations, you can touch one worn magical item that doesn’t have the apex trait. It gains the apex trait until your next preparations (GM Core 270), and you choose one of your deity’s divine attributes (page 35). The item increases that attribute modifier by 1 or to +4, whichever is higher. A character can benefit from only one apex item at a time, as normal.
Archetype Healing Source Divine Mysteries pg. 283Archetype Mortal HeraldFrequency once per hour
Prerequisites Mortal Herald Dedication
You wash away a creature’s pain with a touch. An adjacent creature regains 100 Hit Points and reduces their
drained,
clumsy,
enfeebled,
frightened, and
stupefied conditions by 1 (to a minimum of 0).
Archetype Source Divine Mysteries pg. 283Archetype Mortal HeraldPrerequisites Mortal Herald Dedication
You are granted access to your deity’s realm and can travel there quickly. You can cast
interplanar teleport once per day as an innate
divine spell with a casting time of only 1 minute. You act as the planar key for the destination, and you can only travel to your deity’s realm. You and the other targets of the spell always appear in the center of your deity’s realm, and you (but not necessarily your allies) are immune to all the realm’s harmful conditions (such as toxic air or
extreme temperatures) while there. You can return to your previous location by spending 1 minute picturing your destination; you can bring up to 8 willing creatures back with you in this way, and they need not be the same targets of the previous casting of
interplanar teleport.
Archetype Divine Mythic Source Divine Mysteries pg. 283Archetype Mortal HeraldPrerequisites Mortal Herald DedicationTrigger Your turn begins.
For but a moment you hold the power of a god. You spend a
Mythic Point. Until the end of your turn, any damage you deal ignores all the target’s
resistance and immunities or triggers the target’s highest weakness if they have no resistance or immunities.
Archetype Sanctified Spirit Source Divine Mysteries pg. 283Archetype Mortal HeraldPrerequisites Herald's Weapon
The power of your blows can send your victim hurling through your deity’s realm for a fragment of a second. You activate Herald’s Weapon, ignoring the frequency, and make a
Strike with your transformed weapon or unarmed attack against a creature. If you hit and deal damage, the target must attempt a Will save against the higher of your class DC or spell DC. If your Strike was a critical hit, the creature uses the outcome for one degree of success worse than the result of their saving throw. Regardless of the result, the target becomes immune to Herald’s Strike for 10 minutes.
Critical Success The target is unaffected.
Success The target takes 3d10
spirit damage and becomes
dazzled for 1 round.
Failure The target takes 6d10 spirit damage and becomes dazzled for 1 round and
drained 1.
Critical Failure The target takes 12d10 spirit damage and becomes
blinded for 1 round and drained 2.
Archetype Source Divine Mysteries pg. 283Archetype Mortal HeraldPrerequisites Mortal Herald Dedication
For a small moment, you can assume the form of your god. You can cast
avatar once per day as an innate
divine spell.
Cleric Source Player Core pg. 121 2.0Archetype Mortal HeraldPrerequisites Premonition of Clarity* This version of the Shared Clarity feat is intended for use with an Archetype and has a different level for access than the
original feat.
You can project your premonitions of clarity to your allies. When you use Premonition of Clarity, allies within 15 feet of you who failed the same saving throw against the same mental effect can also spend their reactions to reroll the failed saving throw with a +2 circumstance bonus.
Archetype Mythic Source Divine Mysteries pg. 283Archetype Mortal HeraldPrerequisites Mortal Herald Dedication
You have become a divine entity, no longer entirely mortal. You no longer age, and you die only when you reach
dying 5 (dying 6 if you have
Diehard). Upon your death, your body and soul are transported to bask in the presence of your deity. Your god can decide to rebuild your mortal form and return you to the point of your death or some other safe location, or allow you to rest as an honored guest in their realm until you are needed once more. Typically, your god restores you if whatever quest you’re undertaking, such as defeating a malevolent tyrant or returning a stolen artifact, remains incomplete.