Punti Ferita
Competenze
Herrscher of the Void
| Livello | Bonus di Competenza | Caratteristiche | Charges | Herrscher Abilities |
|---|---|---|---|---|
| 1 | + 2 | Optional Rule: Arcane Annulment Bonded Weapon Herrscher Abilities | 4 | 2 |
| 2 | + 2 | Optional Rule: Arcane Annulment Bonded Weapon Herrscher Abilities | 5 | 3 |
| 3 | + 2 | Optional Rule: Arcane Annulment Bonded Weapon Herrscher Abilities | 6 | 4 |
| 4 | + 2 | Optional Rule: Arcane Annulment Bonded Weapon Herrscher Abilities | 7 | 5 |
| 5 | + 3 | Optional Rule: Arcane Annulment Bonded Weapon Herrscher Abilities | 8 | 6 |
| 6 | + 3 | Optional Rule: Arcane Annulment Bonded Weapon Herrscher Abilities | 9 | 7 |
| 7 | + 3 | Optional Rule: Arcane Annulment Bonded Weapon Herrscher Abilities | 10 | 8 |
| 8 | + 3 | Optional Rule: Arcane Annulment Bonded Weapon Herrscher Abilities | 11 | 9 |
| 9 | + 4 | Optional Rule: Arcane Annulment Bonded Weapon Herrscher Abilities | 12 | 10 |
| 10 | + 4 | Optional Rule: Arcane Annulment Bonded Weapon Herrscher Abilities | 13 | 11 |
| 11 | + 4 | Optional Rule: Arcane Annulment Bonded Weapon Herrscher Abilities | 13 | 12 |
| 12 | + 4 | Optional Rule: Arcane Annulment Bonded Weapon Herrscher Abilities | 14 | 12 |
| 13 | + 5 | Optional Rule: Arcane Annulment Bonded Weapon Herrscher Abilities | 14 | 13 |
| 14 | + 5 | Optional Rule: Arcane Annulment Bonded Weapon Herrscher Abilities | 15 | 13 |
| 15 | + 5 | Optional Rule: Arcane Annulment Bonded Weapon Herrscher Abilities | 15 | 14 |
| 16 | + 5 | Optional Rule: Arcane Annulment Bonded Weapon Herrscher Abilities | 16 | 14 |
| 17 | + 6 | Optional Rule: Arcane Annulment Bonded Weapon Herrscher Abilities | 16 | 15 |
| 18 | + 6 | Optional Rule: Arcane Annulment Bonded Weapon Herrscher Abilities | 17 | 15 |
| 19 | + 6 | Optional Rule: Arcane Annulment Bonded Weapon Herrscher Abilities | 17 | 15 |
| 20 | + 6 | Optional Rule: Arcane Annulment Bonded Weapon Herrscher Abilities | 18 | 15 |
Caratteristiche di Classe
Livello 1
Livello 10
Livello 11
Livello 12
Livello 13
Livello 14
Livello 15
Livello 16
Livello 17
Livello 19
Livello 2
Livello 20
Livello 3
Livello 4
Livello 5
Livello 6
Livello 7
Livello 8
Competenze
light
medium
simple
martial
Equipaggiamento Iniziale
Caratteristiche di Classe
Optional Rule: Arcane Annulment (Level 1)
When you first choose to take a level as a herscher of the void, you might choose to (or are forced to) forfeit your arcane capabilities. If you do, you become incapable of casting spells and external means, such as scrolls, fail. You might quest to regain the ability to cast spells once more, though the process is long and difficult. Not all herrschers lose the ability to cast spells, so the option to undertake this penalty primarily serves as a role-playing device.
Bonded Weapon (Level 1)
You learn a ritual that creates a cosmic bond between yourself and one weapon, which you perform over the course of one hour, and can be done during a short rest. It must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can't be disarmed of it unless you are incapacitated. If it is on the same plane of existence as you, you can summon it as a bonus action, causing it to teleport instantly to your hand.
You can have up to two weapons bonded to you, but can only summon one at a time with your bonus action. If you attempt to bond with a third weapon, you must break your bond with one of the other two.
Herrscher Abilities (Level 1)
Herrscher abilities are supernatural feats, exclusive to herrschers of the void, that allow them to reshape the world around them and reality itself to an extent, and execute their will as they see fit.
Charges
Starting at 1st level when you become a herrscher of the void, you are capable of using energy and manifesting it, either for show or to decimate creatures and objects. Your access to this energy is represented by a number of charges. Your herrscher of the void level determines how many charges you have, as shown in the Charges column of the Herrscher of the Void table.
Whenever you spend a charge, it is unavailable until you finish a long or short rest, at the end of which your body draws back spent energy if you have less charges than your base charge. Some features cause you to regain charges. You cannot have charges greater than your base charge.
Herrscher Abilities
At 1st level, you know two herrscher abilities of your choice. You learn additional herrscher abilities as you gain more levels in this class, shown in the Herrscher Abilities column of the Herrscher of the Void table. When you learn a herrscher ability, you can't exchange it with another ability when you gain a level in this class like you would with spells.
Constitution is the modifier for your herrscher abilities, as you draw energy from yourself to fuel your innate powers. You use your Constitution modifier to set the save DC for your herrscher abilities or when making an attack roll with one.
Ability
Ability
Herrscher abilities are magical for the sake of damage calculation, but ignore effects that halt magic due to their cosmic nature.
Learning Herrscher Abilities
The Herrscher Abilities column of the Herrscher of the Void table shows when you learn more herrscher abilities of your choice. Each of these herrscher abilities must be of a level equal to or less than your herrscher of the void level. For instance, when you reach 3rd level in this class, you can learn one new herrscher ability of 1st or 3rd level.
Decree of the Herrscher (Level 2)
At 2nd level, you can use your bonus action to revitalize yourself, regaining 2 charges and 1d8 hit points. After using this feature, you can't use it again until you finish a long rest.
The number of charges you regain increases by one when you reach 6th, 10th, and 15th level, and the hit points regained increases by 1d8 at each of those levels (at 5 charges and 4d8 hit points at 15th level).
Herrscher's Genesis (Level 3)
When you reach 3rd level, you choose an origin that shapes the nature of your cosmic might, two of which are detailed at the end of the class description. The origin you choose grants you features when you choose it at 3rd level and again at 7th, 11th, 14th, and 17th level.
Ability Score Improvement (Level 4)
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, and using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extradimensional Pledge (Level 5)
Starting at 5th level, you can attack with a weapon bonded to you twice, instead of once, whenever you take the Attack action on your turn.
In addition, you can now use your bonus action to summon a weapon bonded to you, even if it's on a different plane of existence than you, now that your bond with it has grown along with your powers.
Decree of the Herrscher (2) (Level 6)
At 6th level, you regain 3 charges and 2d8 hit points when you use Decree of the Herrscher.
Herrscher's Genesis Feature (Level 7)
Ability Score Improvement (Level 8)
When you reach 8th, 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.
Decree of the Herrscher (3) (Level 10)
At 10th level, you regain 4 charges and 3d8 hit points when you use Decree of the Herrscher.
Herrscher's Genesis Feature (Level 11)
Ability Score Improvement (Level 12)
When you reach 12th 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.
Ascendant Liege (Level 13)
At 13th level, your cosmic powers sustain you so that you suffer none of the frailty of old age; you no longer fear death from old age or any adverse effects that come with it. Additionally, you no longer require food or water.
Herrscher's Genesis Feature (Level 14)
Decree of the Herrscher (4) (Level 15)
At 15th level, you regain 5 charges and 4d8 hit points when you use Decree of the Herrscher.
Ability Score Improvement (Level 16)
When you reach 16th 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.
Herrscher's Genesis Feature (Level 17)
Ability Score Improvement (Level 19)
When you reach 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.
Primordial Ruler (Level 20)
At 20th level, you have reached the pinnacle of might one can attain as a herrscher of the void. Your Strength and Constitution scores each increase by 4, and the maximum for those scores becomes 24. Additionally, you gain proficiency in Constitution saving throws if you already aren't.
Sottoclassi
Caratteristiche Sottoclasse
Astral Drifter
Astral Drifter (Level 3)
Astral drifters are herrschers who forsake martial prowess for even greater power. They can innately fire projectiles forged from nothingness, safe from the threat of barbarians and other masters of close-up combat.
Rule Modifications
As an astral drifter, your hit dice and weapon proficiencies are altered when you first choose this origin at 3rd level. Any herrscher of the void hit dice that you have when you first choose this origin remain d10s. (The hit dice you gain when you first choose this origin becomes a d6.)
Hit Dice:
1d6
Weapons:
You lose proficiency in all weapons normally granted when you take your first level as a herrscher of the void. (If you multiclassed into this class, you gain no proficiencies from it; thus losing no proficiencies.)
Features:
You lose the Bonded Weapon feature.
Subspace Armaments
When you first choose this origin at 3rd level, in exchange for giving up your martial prowess, you learn the ability to manifest the essence of the multiverse into a deadly weapon without needing to expend charges.
As an attack, you can summon a needle that radiates nothingness, firing it at an enemy. Make a ranged herrscher ability attack against a target that is within 45 feet of you. On a hit, the target is dealt 1d8 force damage. At 5th level, you can take this action twice per turn with extra attack.
The damage dealt by the needle and the effective range increase as you gain more levels as as a herrscher of the void. The damage dealt increases to 2d8 at 10th level and 3d8 at 17th level, and the needle's range increases to 60 feet at 13th level.
Amplified Armaments (Level 7)
Beginning at 7th level, you can bolster the needles you forge with subspace armaments. When you summon a needle, and attack with it, you can expend a charge and choose from one or two the options shown below to empower it with, before rolling to attack.
Phasing
The needle moves through objects until it reaches the target. You make the attack roll without being affected by any cover the target has.
Piercing
The needle can strike two targets, provided it is moving in a straight line and nothing is between both targets. Make a ranged herrscher ability against both targets. If the attack against the first target misses, the attack against the second target automatically misses.
Range
The needle's range is tripled.
Velocity
The needle's damage is increased by 2d8.
Temporal Disruption (Level 11)
Starting at 11th level, whenever you reduce a creature's hit points to 0 and kill it with the needle from subspace armaments or a herrscher ability, a 15-foot sphere appears centered on it, which lasts for 1 minute and halves the speed of everything except yourself that is inside of it.
Astral Grace (Level 14)
When you reach 14th level, you gain a hover speed of 35 feet.
Drifter's Wrath (Level 17)
Starting at 17th level, whenever you attack with a needle forged with subspace armaments, each creature aside from the target within 5 feet of the point of impact must make a Dexterity saving throw. A creature is dealt 1d8 force damage on a failed save and half as much damage on a successful one.
Entropic Arbiter
Entropic Arbiter (Level 3)
Entropic arbiters are unpredictable herrschers - no two share the same innate abilities, most which causes the world around them to react to their presence accordingly.
Altered Velocity
At 3rd level, when you choose this origin, your presence affects your choice of the pain or speed of those around you, even if you don't intend it. Choose one of the features shown below to gain.
Metamagical Ward
Your presence mitigates harm. Whenever you or another creature within 75 feet of you takes damage, reduce it by 2, to a minimum of 1. The damage reduced increases to 4 at 8th level, 6 at 13th level, and 8 at 18th level.
Nether Aura
Your presence intensifies the pain those around you experience. Whenever you or another creature that is within 75 feet of you is dealt damage, they take 2 additional points of damage. The additional damage increases to 4 at 8th level, 6 at 13th level, and 8 at 18th level.
Temporal Distortion
Your presence makes you and others around you faster. The movement speed of you and each creature within 150 feet of you is increased by 10 feet. This increases to 15 feet at 8th level, 20 feet at 13th level, and 25 feet at 18th level.
Spatial Anomaly (Level 7)
When you reach 7th level, your mere presence affects the space around you, often in a negative manner. Choose one of the features shown below to gain.
Nebulous Will
Your presence affects the movement of those near you. At the beginning of each of your turns, a number of random creatures within 60 feet of you gain a hover speed equal to their speed for 1 round, hovering no more than 5 feet off the ground. (The DM chooses which creatures hover at the start of each of your turns, yourself included.)
Subspace Anomaly
Your presence strains and damages those around you. At the beginning of each of your turns, any number of creatures and objects within 30 feet of you that you can see or are aware of are dealt 1 force damage. The damage increases to 2 at 10th level, 3 at 13th level, and 4 at 16th level.
Warped Time
Your presence affects those who cast spells and is fatal to those who err in combat. Whenever you or another creature which is no more than 60 feet away from you misses with an attack or casts a spell, the movement speed of that creature is decreased by 10 feet until the end of their next turn. The reduction to speed increases to 20 feet at 10th level, 30 feet at 13th level, and 40 feet at 16th level.
Abyssal Psychopomp (Level 11)
When you reach 11th level, the world shakes when you slay a creature, even if only the slightest bit. Choose one of the features shown below to gain.
Gluttonous Reaper
Whenever you reduce a creature's hit points to 0 and kill it, its body and nonmagical items worn or carried by it disintegrate into a pile of fine gray dust.
Ravenous Hunger
Whenever you reduce a creature's hit points to 0 and kill it, your next weapon attack or herrscher ability that deals damage deals an additional 1d8 force damage. The damage increases to 2d8 at 15th level.
Thirsting Soul
Whenever you reduce a creature's hit points to 0 and kill it, you regain 1d8 hit points. The amount of hit points regained increases to 2d8 at 15th level.
Void Ascendant (Level 14)
At 14th level, your powers have manifested accordingly, and you gain an ability uniquely to sustain you. Chose one of the features below to gain.
Bloodliege
You have learned to steal the life force of others when attacking them. Whenever you hit a creature with a weapon bonded to you or a herrscher ability and deal at least 10 damage to it, you regain 1d4 hit points.
Vampiric Herrscher
You are capable of draining the essence of others required to use your herrscher abilities, whose lives end by your hand. Whenever you reduce a creature's hit points to 0 and kill it, you regain a charge.
Wings of the Void
You are capable of conjuring wings for yourself. You gain the ability to sprout wings of cosmic matter, granting you a flying speed of 30 feet. On your turn, you can use your bonus action to summon them. They last until you dismiss them as a bonus action during your turn.
Chaotic Vizier (Level 17)
When you reach 17th level, you have reached the pinnacle of your might as an entropic arbiter (but not as a herrscher). Choose from one of the features below to gain.
Chaos Arisen
You are chaos incarnate, twisting reality around you by merely existing. Choose an entropic arbiter feature of 3rd level and of 7th level that you don't have, which you gain.
Cosmic Juggernaut
You are as difficult to exterminate as the void. Your maximum hit points increases by 30. In addition, you regain 2 hit points at the beginning of each of your turns.
Voidwoken Knight
You have mastered wielding a weapon bonded to you in conjunction with your supernatural abilities. Melee weapon attacks you make with a weapon bonded to you emit shockwaves. After making a melee weapon attack with a weapon bonded to you, each other creature within 10 feet of you must make a Strength saving throw. A creature takes 1d6 force damage and is pushed 5 feet away on a failed save, and takes half as much damage and isn't pushed on a successful save.
Vermillion Liege
Vermillion Liege (Level 3)
Vermillion lieges are herrschers of the void who wield fire in addition to their reality-bending powers. Their flames both extinguish and beget life, and they compound their prowess and herrscher abilities with decisive, destructive attacks unique to them.
Vermillion Assault
When you first choose this origin at 3rd level, you learn to channel another stream of might within yourself as a swath of destructive flame. Choose one of the attack actions shown below to learn.
Flame Slash
You imbue your weapon with fire as you strike your foe with it. On a hit, the target takes an additional 2d6 fire damage. The damage increases to 3d6 at 8th level, 4d6 at 13th level, and 5d6 at 18th level. (1 charge)
Meteor Strike
You launch three swords shaped from molten rock at a creature no more than 15 feet away. Make a ranged herrscher ability attack against the target for each blade attacking it. On a hit, the target takes 1d6 fire damage. You launch four swords at 8th level, five swords at 13th level, and six swords at 18th level. (1 charge)
Phoenix Gale
You unleash a wave of blistering heat. Each creature within 15 feet of you must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save or half as much damage on a successful one. The damage increases to 3d6 at 8th level, 4d6 at 13th level, and 5d6 at 18th level. (2 charges)
Overheating
Performing a vermillion assault is physically taxing. After using a vermillion assault, you overheat that ability for 1 minute. When you use an overheated ability, you can't use it again until you finish a long or short rest or 30 minutes pass, whichever comes first.
Crimson Arbiter (Level 7)
When you reach 7th level, you gain resistance to fire damage and learn another vermillion assault of your choice, either from vermillion assault or the list shown below.
Dual Strike
You summon two fiery blades. Make either two melee herrscher ability attacks against a creature within 5 feet of you, or one melee herrscher ability attack against two different creatures within 5 feet of you. On a hit, a creature is dealt 2d6 fire damage. The damage dealt increases to 3d6 at 12th level and 4d6 at 17th level. (2 charges)
Salamander's Rebuke
Fire erupts from your feet and moves at a high velocity to up to three target creatures within 15 feet of you. Each target must make a Strength saving throw and a Dexterity saving throw. A creature that fails its Strength saving throw is knocked down. A creature is dealt 3d6 fire damage on a failed Dexterity saving throw and half as much damage instead on a successful save. The damage increases to 4d6 at 12th level and 5d6 at 17th level. (2 charges)
Unyielding Savagery (Level 11)
Starting at 11th level, you can use a vermillion assault twice instead of once before overheating it if you are missing at least half your hit points.
Alpha Execution (Level 14)
When you reach 14th level, you learn an alpha execution of your choice shown below - a devastating attack that exhausts the user greatly and affects those around them to a massive degree.
Heavensbane
You shape a massive sword from fire and leap at a target up to 10 feet away, striking them. They must make a Constitution saving throw. A creature takes 15d10 fire damage on a failed save or half as much damage on a successful save. (4 charges)
Immolating Wave
Each creature within 30 feet of you must make a Dexterity saving throw. A creature takes 10d10 fire damage on a failed save and half as much damage instead on a successful one. (3 charges)
Overdrive (Level 14)
Using an alpha execution causes you to gain 2 levels of exhaustion, and the next long rest you finish doesn't reduce your level of exhaustion. You can't use more than one alpha execution per day.
Override
You can can override the once-per-day restriction on alpha executions by gaining another level of exhaustion. You can't override the limit more than once per day.
Flaming Crescendo (Level 17)
When you reach 17th level, you gain immunity to fire damage, and your attacks and herrscher abilities that deal damage, save for vermillion assaults and alpha executions, deal an additional 1d6 fire damage.