Class : Herrscher

by Avaricium

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Herrscher


A loxodon strides through the halls of a castle, draped in blistering heat. As he reaches the throne room, he draws a fiery crimson greatsword, hellbent on executing the royalty debating amongst themselves in one fell swoop with world-shaking force. The deed done, the loxodon collapses among his victims, smoke billowing from his body.

Hair frozen in place, a human spreads her arms wide and flicks her wrists. An invisible sphere surrounds her, and her victims find themselves floating in its vicinity, confused and bewildered.

His hands outstretched, a dragonborn summons a portal, and from it comes missiles black as the void, which whistle past him, bringing forth death and destruction.

Herrschers are heralds of destruction. They carry an otherworldly birthright that allows them to use abilities few can imagine. The impressive might they wield is something that isn't learned - it is a power conferred to them by a force even older and more powerful than the gods.

Scions of Destruction

Herrschers are innately capable of bending reality to their whims to cause harm. While a neophyte herrscher is only capable of temporarily disrupting the order of the world, a master herrscher is able to bend the rules that govern worlds and create rifts that bring forth despair with relative ease.

The powers wielded by herrschers are supernatural and beyond the scope of all but the most powerful spells that mortals can cast, following a set of rules unlike those of psionics and spellcasting. But only a herrscher who has mastered the unique powers given to them is capable of reshaping reality as they see fit, or causing destruction tantamount to the greatest spells known to mortals.

Annihilating Will

Herrschers make use of their cosmic birthright with the energy within themselves, often simply called charges. This energy is an integral part of their essence that is unique to them and allows them to shape the area that surrounds them. Herrschers channel this power into effects that reshape the world and exceed the capabilities their bodies are physically limited to. Using this energy, herrschers can make the world bend to their desires. As they grow stronger, the experiences they undergo and their mastery of the innate force they wield grant them greater control of their powers and the world.

Herrscher (v.2.0.1) by u/Avaricium

女王降临 by Akane

1
Herrscher

空の律者.キアナ by xFate@崩壊3新刊委託中

Cosmic Deviation

The faculty conferred upon a herrscher often twists their behavior and thoughts. To add texture to your herrscher, consider any potential behaviors your character acquired when they ascended. They have no game effect, but your character might become irritated or upset if they are forced to act contradictory to their newfound behavior or their new behavior is disrupted. They're a great role-playing tool to add character to the game. You can roll or pick from the table below, or create your own behaviors to use. Aim for at least one and no more than two behaviors, to give them more of a chance to come into play. Then consider why your character your character was given these new behaviors. Do they have any bearing on your character's personality and background? Does it highlight an aspect of your primordial benefactor?

Behaviors
d20 Behavior
1 You look down upon spellcasters.
2 Mortals are beneath your concern.
3 You refuse to eat food given to you by others.
4 You refuse to read and write; you'd rather talk.
5 You never speak the names of other creatures.
6 You never wear footwear.
7 You never wear armor to the point that your entire body is completely covered, be it leather, steel, or some other material.
8 You never light fires.
9 You never make direct eye contact with others.
10 You look down upon practitioners of psionics.
11 The fallen and their names are to be forgotten.
12 You believe you're the standard for acceptable.
13 You look down upon those who fight from afar.
14 You prefer to hold materials other than money.
15 You never make changes to your appearance.
16 You avoid entering combat on even terms whenever possible, preferring to ambush and surprise enemies.
17 You never wear headgear.
18 You carry your possessions at all times, letting go of anything you cannot carry, never letting others hold onto what is yours.
19 You have a preference for darker armaments.
20 You have a preference for gambling.

Otherworldly Ascension

While clerics are conduits for the gods and sorcerers must rely on their origin to make use of their magic, a herrscher must be chosen to gain their unique gifts.

2
Herrscher
The Herrscher
Level Proficiency Bonus Features Charges
1st +2 Bonded Weapon
2nd +2 Cosmic Scion, Decree of the Herrscher 4
3rd +2 Herrscher's Genesis 5
4th +2 Ability Score Improvement 6
5th +3 Extradimensional Pledge 7
6th +3 Decree of the Herrscher (2) 8
7th +3 Herrscher's Genesis Feature 9
8th +3 Ability Score Improvement 10
9th +4 Herrscher's Genesis Feature 11
10th +4 Decree of the Herrscher (3) 12
11th +4 Herrscher's Genesis Feature 13
12th +4 Ability Score Improvement 14
13th +5 Ascendant Liege 15
14th +5 Herrscher's Genesis Feature 16
15th +5 Decree of the Herrscher (4) 17
16th +5 Ability Score Improvement 18
17th +6 Herrscher's Genesis Feature 19
18th +6 Herrscher's Genesis Feature 20
19th +6 Ability Score Improvement 20
20th +6 Primordial Ruler 20

To be graced with the abilities a herrscher wields is a feat in and of itself. Because few are armed with the erudition of beings older and far more powerful and wiser than the gods, it is incredibly difficult to seek out one who is able and willing to bless a mortal with such destructive might. One might be blessed by them at their conception, or a breakthrough may accidentally invoke their presence. No matter how they are ignited and gain their supernatural powers, herrschers are natural adventurers, carrying martial prowess and celestial might that waits to be unveiled to the world.

Creating a Herrscher

The most important question to consider when creating your herrscher is the origin of your power. Although class features related to your origin don't appear until you reach 3rd level in this class, plan ahead for that choice by reading the origin descriptions that are detailed at the end of the class. Does your presence naturally alter the world, or are you the flame that ignites change? Is the world a canvas for you to paint at your whim, or do you color it solely with the powers you carry?

How do you feel about the innate powers that few could imagine wielding, capable of twisting reality with a flick of your wrist with no arcane knowledge or insight on esoteric rituals required? Do you revel in this incomparable might, try to master it, or embrace it? Is it a blessing or a curse, to wield such destructive strength? Were you born with it, or did you seek it out through scrolls and books whose age is beyond that of the oldest written lore known to mystics and sages? What do you intend on doing with it? Perhaps you were given such power through a massive stroke of luck, or your prayers were answered. Perhaps you think such mystifying power has given you the right to do as you please - a scion of change and destruction, born of the cosmos.

Quick Build

You can create a herrscher by following these suggestions. First, make Constitution your highest ability score, followed by your choice of either Strength or Dexterity, depending on the weapon they'll use that complements their supernatural abilities. Second, choose the hermit background.

3
Herrscher

Optional Rule: Multiclassing

If your group uses the optional rule on multiclassing in the Player's Handbook, you must meet the prerequisites listed below in order to multiclass into a herrscher.

Ability Score Minimum. The prerequisites to multiclass into a herrscher or take a level in another class if you are already a herrscher is a Constitution score of at least 16.

Class Features

As a herrscher, you gain the following features.

Hit Points


  • Hit Dice : 1d10 per herrscher level
  • Hit Points at 1st Level : 10 + your Constitution modifier
  • Hit Points at Higher Levels : 1d10 (or 6) + your Constitution modifier per herrscher level after 1st level

Proficiencies


  • Armor : Light armor, medium armor
  • Weapons : Simple, martial weapons
  • Tools : None

  • Saving Throws : Strength, Constitution
  • Skills : Choose two from Acrobatics, Arcana, Insight, Intimidation, Investigation, Perception, and Persuasion

Starting Equipment

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

薪炎,拔剑! by MAOH玥儿

  • (a) a longsword or (b) any martial melee weapon
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • leather armor

Bonded Weapon

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. The weapon must be within your reach throughout the course of 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 that weapon unless you are incapacitated. If it is on the same plane of existence as you, you can summon that weapon as a bonus action on your turn, 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.

Cosmic Scion

As one sanctified by the stars themselves, you are capable of utilizing herrscher abilities, supernatural feats that allow you to reshape the world and reality itself to an extent, and which is how you execute your will as you see fit.

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Herrscher

The utilization of your abilities is not magecraft; while several herrscher abilities replicate the effects of spells, they ignore the rules of spellcasting and effects that interact with magic.

Herrscher Abilities

Herrscher abilities are the main phenomena that are utilized by herrschers to create extraordinary effects. Each herrscher has a limited repertoire of abilities they can use, which grows as they gain more levels in this class. Every herrscher learns three abilities upon reaching 2nd level, all three of which are detailed below. The origin that you choose at 3rd level grants you additional abilities when you first choose them and when you gain more levels in this class.

Unlike spells, you add your proficiency bonus and ability modifier to herrscher attacks you make. Several herrscher abilities require complex hand motions to invoke their power. If a herrscher ability requires a free hand to use, it is noted in parenthesis before its description. Some abilities can only be used a limited number of times, specified in parenthesis. You regain expended uses when you finish a long or short rest.

  • Cosmic Sword. (1 charge, somatic) You summon a blade made of starstuff and attack a creature you can see within 10 feet of you with it. Make a melee herrscher attack against the target. Regardless of whether you hit or miss, the sword disappears immediately after attacking with it. On a hit, the blade deals 1d12 force damage to the target. The damage dealt increases to 2d12 at 10th level.
  • Netherspike. (1 charge, somatic) You call upon a geyser of abyssal force to erupt from underneath a creature you can see within 30 feet of you with your bonus action. The target is knocked prone unless it succeeds on a Strength saving throw.
  • Spatial Ward. (1 charge, somatic) You warp reality to augment your defenses as a reaction to a spell or attack. Until the end of the turn, you have a +2 bonus to Armor Class (including against the triggering attack) and saving throws you make against spells and other magical effects.

Charges

You have an internal reservoir of energy that is utilized to realize your herrscher abilities. This energy is represented by charges. Each herrscher ability describes effects that you can create by expending charges.

Your herrscher level determines how many charges you have, as shown in the Charges column of the Herrscher table. The number shown for your level is your maximum charge. You regain all expended charges when you finish a long rest, and the number of charges that you have can't go below 0 or over your maximum.

Herrscher Ability

Constitution is your modifier for your herrscher abilities. You use your Constitution modifier when setting the saving throw DC for a herrscher ability or making an attack with one.

Ability Save DC = 8 + your proficiency bonus +

your Constitution modifier

Ability attack modifier = your proficiency bonus +

your Constitution modifier

Herrscher abilities are magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Decree of the Herrscher

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 level, and again at 10th and 15th level. The amount of hit points regained increases by 1d8 at each of those levels (at 5 charges and 4d8 hit points at 15th level).

Herrscher's Genesis

When you reach 3rd level, you choose an origin that shapes the nature of your cosmic might. A handful are detailed at the end of the class description. The origin you choose grants you features when you first choose it at 3rd level and again at 7th, 9th, 11th, 14th, 17th, and 18th level.

Ability Score Improvement

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.

Extradimensional Pledge

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can use one of your herrscher abilities in place of one of those attacks.

In addition, you can now use your bonus action to summon a weapon bonded to you, even if it's not on the same plane of existence as you, now that your bond with it has grown along with your powers.

Ascendant Liege

When you reach 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 and you can't be magically aged. Additionally, you no longer require food or water.

Primordial Ruler

At 20th level, your body has transcended, reaching the apex of cosmic might. Entwined with the stars, you gain the following benefits:

  • You have resistance to bludgeoning, piercing, and slashing damage.
  • Your Constitution score increases by 4. Your maximum for it is now 24.
  • Should you ever die, you discorporate with 0 hit points instead of dying, and fall unconscious. You and your gear disappear. You appear in a random unoccupied spot 1d4 days later on a random plane of existence, having gained the benefits of a long rest.
5
Herrscher

Herrscher's Genesis


As herrschers grow and become increasingly more powerful, they must decide how their incredible powers will develop. A few origins are detailed below.

Astral Drifter

Astral drifters are herrschers who forsake martial skill for mastery of ranged warfare. They can innately fire projectiles forged from the stars, safe from the threat of barbarians and others who engage in close quarters combat.

Rule Modifications

As an astral drifter, your hit dice and proficiencies are altered when you first choose this origin. (Any herrscher hit dice that you have when you first choose this origin remain d10s; the hit die you gain when you first choose this origin becomes a d6.)

  • Hit Dice : 1d6 per astral drifter level
  • Weapons : You lose proficiency in all weapons granted by this class when you take your first level as a herrscher. (If you multiclassed into herrscher, you lose no proficiencies.)
  • Features : You lose the Bonded Weapon feature.

Subspace Armaments

When you first choose this origin at 3rd level, you learn how to shape the cosmos into a lethal weapon you can launch at your enemies from a distance.

As an Attack, you can summon a sleek, lance-like needle, provided you have an open hand to guide it, and launch it at a creature or object within 45 feet of you. Make a ranged herrscher attack against the target. On a hit, the target takes 1d8 force damage. The damage increases to 2d8 at 9th level. On a hit or miss, the space needle then vanishes.

Herrscher Abilities Learned

In addition, you learn two of the three herrscher abilities of your choice shown below:

  • Abyssal Lights. (2 charges) You summon a blinding sphere of nothingness. Each other creature within 15 feet of you must make a Constitution saving throw. On a failed save, a creature is blinded until the beginning of your next turn.
  • Voidburst. (1 charge) You expel chaotic energy that lashes out at your surroundings. Each other creature within 10 feet of you takes 1d8 force damage unless they succeed on a Dexterity saving throw as they are battered with astral force. The damage increases to 2d8 at 10th level.
  • Warp Reality. (1 charge, somatic) You attempt to push or pull a target whose size is Large or smaller that you can see within 30 feet of you. The target is pushed or pulled 10 feet horizontally in the direction of your choice unless it succeeds on a Strength saving throw. At 10th level, you can push or a pull a target within 45 feet of your line of sight and they are pulled 15 feet instead of 10 feet.

Astral Grace

Starting at 7th level, you have a hover speed of 25 feet. You can't hover more than 5 feet above a solid or liquid surface with this movement.

Herrscher Abilities Learned

In addition, you learn two of the three herrscher abilities of your choice shown below:

  • Kinetic Crash. (3 charges) You dash in a straight line at a point no more than 20 feet away. While dashing this way, you move through other creatures and objects as though they aren't there. Each creature you move through must make a Constitution saving throw. A creature takes 4d6 force damage on a failed save and half as much damage on a success. This increases to 5d6 at 11th level.
  • Abyssal Claws. (2 charges, somatic) You summon three claws made of cosmic energy. Each claw lashes out at a target of your choice within 10 feet of you. For each claw, the target must succeed on a Dexterity saving throw or take 2d6 force damage. The damage dealt by each claw increases to 3d6 at 11th level.
  • Regeneration. (2 charges, 2/rest) You glow with a bright, shimmering light as a bonus action that heals you for 2d8 hit points. At 11th level, the number of hit points regained increases to 3d8.

Bonus Herrscher Abilities

When you reach 9th level, you learn two of the four herrscher abilities of your choice shown below:

  • Abyssal Lance. (3 charges, somatic) You summon a lance made of starstuff and strike at a creature within 15 feet of you; make a melee arbiter attack against the target. On a hit, the target takes 3d12 force damage. The lance then turns into nothing on a hit or miss, and follows the same rules as a lance - if you make an attack against a creature within 5 feet of you with it, you make the attack roll with disadvantage. The damage increases to 4d12 at 15th level.
  • Gravity Sphere. (3 charges) You create a 90-foot spherical area centered on yourself that ignores the laws of gravity, which lasts 1 minute. For the duration, other creatures in the sphere can move inside of it as though they had flying speeds equal to their walking speed. When the duration ends, each creature that doesn't have a flying or hover speed falls if it is airborne.
  • Nethersquall. (4 charges, 3/rest) You call upon the void to shake your surroundings. Each other creature within 30 feet of you is knocked prone unless they succeed on a Strength saving throw.
  • Voidsnare. (4 charges, somatic, 3/rest) You impose the weight of the void onto those near you. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or their speed is reduced to 0 until the beginning of your next turn.
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Herrscher | Astral Drifter

Temporal Disruption

Starting at 11th level, whenever you kill a creature with your subspace armaments or a herrscher ability, a sphere of dark matter erupts from it. Each other creature in a 15-foot-radius sphere centered on its body must make a Constitution saving throw. A creature that fails its saving throw suffers the effects of the slow spell until the end of its next turn.

Sovereign's Grace

When you reach 14th level, the hover speed from the astral grace feature becomes flying speed and increases to 35 feet.

Herrscher Abilities Learned

In addition, you learn one of the two herrscher abilities of your choice shown below:

  • Abyssal Storm. (7 charges, somatic) You rain star-matter upon the battlefield. Each creature of your choice that you can see or are aware of within 60 feet of you must make a Constitution saving throw. A creature is dealt 5d10 force damage on a failed save, or half as much damage on a success.
  • Starskip. (4 charges) You melt into a shadowy mass that sinks into the ground, reappearing in an unoccupied space you can see no more than 30 feet away from your original location as a bonus action. For the next minute, you can use your bonus action on each of your turns to repeat this. The duration ends early if you're incapacitated or your hit points are reduced to 0.

Bonus Herrscher Abilities

When you reach 17th level, you learn one of the two herrscher abilities of your choice shown below:

  • Entropic Tempest. (10 charges, somatic) You summon a storm of elemental fury that you can barely control. Each other creature within range makes a Constitution saving throw; for each of those creatures, roll a d8 to determine the type of damage dealt to that creature. A creature takes 8d10 damage of the type rolled for it on a failed save, and half as much damage on a successful save.

  • Star of Extinction. (11 charges, somatic) You summon a cannon made of star-stuff that unleashes a volley of cosmic destruction centered on a 20-foot cube centered no more than 300 feet away from you. Each creature in the cube's space must make a Dexterity saving throw. A creature takes 10d10 force damage on a failed save and half as much damage on a successful save. The cannon then disperses as though it never existed.

Sundering Herald

Starting at 18th level, whenever you attack with the subspace armaments feature, each creature other than you and the target that's within 10 feet of the point of impact must make a Dexterity saving throw. A creature takes 1d8 force damage on a failed save.

空之律者 by 我才不是助手

Entropic Tempest Damage Type
d8 Damage Type
1 Force
2 Fire
3 Cold
4 Lightning
5 Necrotic
6 Radiant
7 Acid
8 Thunder
7
Herrscher | Astral Drifter

Blood Voivode

Blood voivodes are unshakable juggernauts, able to leech the life force of those they defeat and sacrifice their own blood to use herrscher abilities or perform extraordinary feats. Often demonized and labeled heralds of destruction, it is up to you to prove whether or not you're a portent of the evils that are rumored to follow you.

Blood Sacrifice

Herrscher abilities associated with this origin may sap the user of their vitality, rather than expend charges. If a blood voivode ability requires hit points to use, the number of hit points expended is noted in parenthesis.

You can't expend hit points to use a herrscher ability if you have hit points less than half the maximum result you can roll to determine how many hit points are lost. For example, you can't use the sangrite cleaver ability if you have less than 6 hit points. As such, your hit points can't be reduced to less than 1 by using a herrscher ability, and temporary hit points can't be expended to use a herrscher ability.

Deathleech

When you first choose this origin at 3rd level, whenever you kill a creature with a herrscher ability, you regain a number of hit points equal to 1d4 + your proficiency bonus. The amount of hit points that you regain increases as you gain more levels in this class, as shown in the table below.

Deathleech
Level HP Regained
3rd - 6th 1d4
7th - 11th 2d4
12th - 16th 3d4
17th - 20th 4d4

Herrscher Abilities Learned

In addition, you learn two of the four herrscher abilities of your choice shown below:

  • Blood Surge. (2/rest) As a bonus action, you temper your body, gaining 10 temporary hit points which last 1 minute. The number of temporary hit points you gain increases to 15 at 8th level, 20 at 13th level, and 25 at 18th level.
  • Crimson Claw. (1 charge, somatic) You summon a blood-red claw that descends upon a creature you can see within 30 feet of you as an attack. The target must make a Dexterity saving throw, taking 2d6 slashing damage on a failed save, or half as much damage on a successful save. The damage dealt increases to 3d6 at 10th level.
  • Sangrite Cleaver. (1d10, somatic, 4/rest) You summon a viscous sword forged from your own blood and swing it at a creature within 5 feet of you; the blade then vanishes on either a hit or a miss. Make a melee herrscher attack. The target takes 2d10 force damage on a hit. This increases to 3d10 at 10th level.
  • Scarlet Spear. (1d12, somatic) A crimson spear materializes in your hand as you throw it at a creature no more than 30 feet away from you. Make a ranged herscher attack against the target. The target takes 2d10 piercing damage on a hit. The damage dealt increases to 3d10 at 10th level.

Vampiric Impetus

Beginning at 7th level, your maximum hit points and your Constitution score can't be reduced. In addition, you have proficiency in death saving throws.

Herrscher Abilities Learned

In addition, you learn two of the three herrscher abilities of your choice shown below:

  • Bloodburst. (2d8, somatic, 3/rest) You let loose a burst of blood that eats away at others. Each other creature within 15 feet of you must make a Constitution saving throw. A creature takes 3d8 force damage on a failed save, or half as much damage on a success. The damage increases to 4d8 at 11th level.
  • Mistwake. (1d6) You teleport to an unoccupied space you can see up to 45 feet away in a flourish of blood-red petals as a bonus action.
  • Sword Flurry. (2d6, 3/rest) You strike with blinding speed. Make two weapon attacks divided against up to two targets in your weapon's range. You also gain 15 extra feet of movement speed this turn.

Bonus Herrscher Abilities

When you reach 9th level, you learn two of the three herrscher abilities of your choice shown below:

  • Blood Dance. (4d6, 1/rest) You enter a delirious rage as a bonus action. For the next minute, you have advantage on Strength and Dexterity saving throws, are immune to the charmed and frightened condition, can attack three times instead of twice on each of your turns, and can't cast spells or use any herrscher abilities. The rage ends early if you are reduced to 0 hit points, choose to end it early with a bonus action, or are incapacitated.
  • Crimson Flurry. (3d6, somatic, 2/rest) You unleash a flurry of primordial force. Make four melee herrscher attacks distributed against up to four creatures you can see within 10 feet of you. The damage increases to 3d8 when you reach 15th level.
  • Vampiric Respite. (4 charges, somatic, 3/rest) You imbue your weapon with parasitic energy as you attack with it. On a hit, the weapon deals an additional 2d10 force damage and you gain a number of temporary hit points equal to the damage dealt. The vampiric energy disperses and the effect ends if you miss.

Undying Fortitude

Starting at 11th level, whenever you are stabilized or healed while you have 0 hit points, you gain a number of temporary hit points equal to twice your herrscher level. Once you use this feature, you can't use it again until you finish a long rest.

8
Herrscher | Blood Voivode

冷たい月の下で by Gahyun

Retaliation

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

Herrscher Abilities Learned

In addition, you learn one of the two herrscher abilities of your choice shown below:

  • Bloodstorm. (5d8) You unleash a storm of flesh-ripping force as an action. Each other creature within 30 feet of you must make a Constitution saving throw. A creature takes 5d10 slashing damage on a failed save, or half as much on a success instead.
  • Forsaken Blade. (6 charges, somatic, 1/rest) You summon a blood-clad greatsword and strike a creature within 10 feet of you with it. Make a melee herrscher attack against the target. A creature takes 6d10 slashing damage on a hit; if it dies from the damage inflicted this way, you regain all of your missing hit points. The sword then vanishes.

Bonus Herrscher Abilities

When you reach 17th level, you learn one of the two herrscher abilities of your choice shown below:

  • Sanguine Gale. (9 charges, somatic) A sea of deep red erupts from you and ripples outwards. Each creature that is within 45 feet of you must make a Constitution saving throw. A creature takes 6d10 slashing damage on a failed save, or half as much damage instead on a successful one.
  • Symphony of Pain. (5d10, 1/rest) You push your body to inhuman limits for a split second, making ten attacks with each weapon you're holding in the amount of time it takes others to attack once. For each weapon you are wielding, make ten attacks with that weapon distributed against any number of creatures in that weapon's range. The physical trauma incurred by performing such a feat increases your exhaustion by two levels.
Exhaustion

Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to exhaustion, which is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description.

9
Herrscher | Blood Voivode
Level Effect
1 Disadvantage on ability checks
2 Speed halved
3 Disadvantage on attack rolls and saving throws
4 Hit point maximum halved
5 Speed reduced to 0
6 Death

If creature that is already exhausted suffers from another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description.

A creature suffers the effect of its current exhaustion level as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.

An effect that removes exhaustion reduces its level by the amount specified in its description, with all effects ending if the exhaustion level is reduced below 1.

Finishing a long rest reduces a creature's exhaustion level by 1 if the creature has ingested some food and drink. Also, being raised from the dead reduces a creature’s exhaustion level by 1.

Bloodscarred Sovereignty

Beginning at 18th level, whenever you kill a creature with a herrscher ability, you gain a number of temporary hit points equal to your herrscher level. Temporary hit points you gain with any of your blood voivode features can now be added together instead of having to choose between your current amount of temporary hit points or the new amount.

Vermillion Knight

Vermillion knights are herrschers who complement their reality-bending powers with a degree of control over fire. Their scorching flames both extinguish and beget life, and they compound their impressive strength with destructive capabilities that are unique to them.

Searing Strikes

When you first choose this origin at 3rd level, when you make a weapon attack, you can set your weapon or its ammunition on fire, changing all of the damage dealt to fire damage on a hit; the attack ignites any flammable objects it hits that aren't being worn or carried. Additionally, you gain proficiency with medium armor if aren't already proficient with it.

Herrscher Abilities Learned

In addition, you learn two of the three herrscher abilities of your choice shown below:

  • Flame Slash. (1 charge, overheats) Your weapon is engulfed in scorching flames as you attack a creature or object with it. On a hit, the target is dealt an additional 1d8 fire damage. This is increased to 2d8 at 10th level.
  • Meteor Strike. (2 charges, overheats, somatic) You launch three flaming swords from your hands, divided among any number of targets within 20 feet of you. For each sword, make a ranged herrscher attack against its target. On a hit, a target takes 1d6 fire damage. At 10th level, you summon four blades instead of three.
  • Phoenix Gale. (2 charges, overheats) You unleash a wave of red-hot heat; each other 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 success. The damage dealt increases to 3d6 at 10th level.
Overheating

Performing a vermillion knight herrscher ability is physically taxing. After you use a herrscher ability with the overheat tag, it becomes overheated until the end of your next turn. When you use a herrscher ability that's overheated, you can't use it again for one minute. Starting at 5th level when you gain the extradimensional pledge feature, you can use two herrscher abilities, in place of both of your attacks, when you take the Attack action on your turn, provided the ability can overheat and you're using the same ability twice on the same turn.

Crimson Arbiter

Starting at 7th level, you have resistance to fire damage. Additionally, your attacks, herrscher abilities, and alpha executions ignore resistance to fire damage.

Herrscher Abilities Learned

In addition, you learn two of the three herrscher abilities of your choice shown below:

  • Dual Strike. (2 charges, overheats, somatic) You summon two flaming blades. Make two melee herrscher attacks against one creature within 10 feet of you or one melee herrscher attack against two different creatures no more than 10 feet away from you. A creature is dealt 3d6 fire damage each time it's hit with one of the blades. This increases to 4d6 at 11th level.
  • Phoenix Dive. (2 charges) You teleport to an unoccupied space you can see up to 45 feet away in a fiery whirl; each creature that was within 10 feet of you before you teleport must make a Constitution saving throw. A creature is dealt 1d6 fire damage on a failed save, or half as much damage on a success. This increases to 2d6 damage at 11th level.
  • Salamander Strike. (2 charges, overheats) Fire erupts from your feet and races to up to three creatures within 20 feet of you. Each target must make a Strength saving throw and a Dexterity saving throw; a creature is knocked down on a failed Strength save and a creature takes 3d6 fire damage on a failed Dexterity saving throw, or half as much damage instead on a successful Dexterity save. The damage dealt increases to 4d6 at 11th level.

Bonus Herrscher Abilities

When you reach 9th level, you learn two of the three herrscher abilities of your choice shown below:

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Herrscher | Vermillion Knight
  • Cone of Fire. (5 charges, somatic) A blast of searing heat erupts from your hands. Each creature in a 30-foot cone must make a Dexterity saving throw. A creature takes 8d6 fire damage on a failed save, or half as much damage on a successful one. This increases to 9d6 fire damage at 15th level.
  • Fiery Ward. (4 charges, somatic) You summon dancing flames to ward you for 1 minute as a bonus action, which provides you with the benefits of the spell fire shield. The shield is always warm. The flame created with this ability can't be extinguished by nonmagical means.
  • Vermillion's Glamor. (4 charges, somatic) Brilliant red light radiates from you momentarily as a bonus action; magical darkness within 60 feet of you is immediately dispelled, and for the next minute your speed is increased by 20 feet, you have advantage on Dexterity saving throws, and your movement is unaffected by difficult terrain.

Unyielding Savagery

At 11th level, you can use a vermillion knight herrscher ability twice instead of once before overheating it if you're missing at least half of your hit points.

Alpha Executioner

When you reach 14th level, you learn one of the following alpha executions shown below - devastating attacks that exhaust the user greatly and are acts of pure, unadulterated carnage. These herrscher abilities have no components nor do they require any charges to use, using your Action.

  • Heavensbane. You shape a massive sword from swirling flame and leap at a creature up to 10 feet away and strike them. They must make a Constitution saving throw to avoid the brunt of the impact, taking 15d10 fire damage on a failed save or half as much damage on a successful save.
  • Immolating Wave. Each creature within 30 feet of you must make a Dexterity saving throw. A creature is dealt 10d10 fire damage on a failed save and half as much damage instead on a success.
Overdrive

Using an alpha execution causes you to gain two 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 limit on using alpha executions once per day by gaining one additional level of exhaustion (no action required). You can't override the limit this way more than once per day; doing so kills you unless you're immune to exhaustion, and even then it is incredibly taxing.

Bonus Herrscher Abilities

When you reach 17th level, you learn one of the two herrscher abilities of your choice shown below:

真紅の騎士・月蝕 by ハヤブサ🐤

  • Blade of Reclamation. (3 charges, somatic, 1/rest) You summon a searing blade and attack a creature within 10 feet of you with it. On a hit, all of your herrscher abilities that are overheated stop being overheated and the target takes 8d6 fire damage. If damage from this ability kills a creature, they are turned to ash and you regain 8 charges.
  • Vermillion Force. (somatic, 1/rest) You unleash blistering heat upon your surroundings, which becomes deadlier the more exhausted you are. Each creature within 20 feet of you must make a Dexterity saving throw. A creature is dealt 2d6 fire damage plus an additional 3d6 fire damage for each level of exhaustion you have and each overheated herrscher ability you have on a failed save or half as much damage instead on a successful save.

Flaming Crescendo

At 18th level, you have immunity to fire damage and your attacks, herrscher abilities, and alpha executions deal half damage, instead of no damage, to a creature or object that has immunity to fire damage.

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Herrscher | Vermillion Knight