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? \columnbreak
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.
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.