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Herrscher of the Void
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Herrscher of the Void
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# Contents ### Herrscher of the Void ___ - Herrscher of the Void...................................................................... 2 - Cosmic Deviation Table.................................................................. 3 - Class Features Table....................................................................... 4 ### Herrscher's Genesis ___ - Astral Drifter..................................................................................... 6 - Entropic Arbiter................................................................................ 8 - Vermillion Liege............................................................................... 9 ### Herrscher Abilities ___ - Herrscher Abilities........................................................................ 12 \columnbreak *Herrscher of the Void* (v.1.1.0) by [u/Avaricium](https://www.reddit.com/user/Avaricium/) ##### Artist Credits ___ - Cover : [崩坏3 키아나 증폭](https://www.pixiv.net/member_illust.php?mode=medium&illust_id=75601339) by [AB](https://www.pixiv.net/member.php?id=8886419) - Page 1 : [女王降临](https://www.pixiv.net/member_illust.php?mode=medium&illust_id=70355767) by [Akane](https://www.pixiv.net/member.php?id=15650010) - Page 2 : [God Kiana Colored Version](https://www.artstation.com/artwork/naAg6) by [Billy Gulliano](https://www.artstation.com/billygulliano) - Page 3 : [空の律者.キアナ](https://www.pixiv.net/member_illust.php?mode=medium&illust_id=71180074) by [xFate@崩壊3新刊委託中](https://www.pixiv.net/member.php?id=2374176) - Page 5 : [God Kiana](https://www.deviantart.com/einlee/art/God-Kiana-782361680) by [Ein Lee](https://www.deviantart.com/einlee) - Page 7 : [女王降临?](https://www.pixiv.net/member_illust.php?mode=medium&illust_id=68896019) by [Pencil](https://www.pixiv.net/member.php?id=9969380) - Page 8 : [Little princess will be a pilot!](https://www.artstation.com/artwork/EZrbn) by [Foo Midori](https://www.artstation.com/foomidori) - Page 9 : [Honkai Impact 3rd Fan Art](https://www.artstation.com/artwork/58WlBz) by [Gahyun Park](https://www.artstation.com/gahyun) - Page 10 : [Amaterasu Mai](https://www.artstation.com/artwork/qN1ED) by [Hananon Artworks](https://www.artstation.com/hananon) - Page 11 : [「 最後の授業~真紅の騎士・月蝕~」](https://www.pixiv.net/member_illust.php?mode=medium&illust_id=72529084) by [xFate@崩壊3新刊委託中](https://www.pixiv.net/member.php?id=2374176) - Page 14 : [I hate any promise](https://www.artstation.com/artwork/8k1km) by [Foo Midori](https://www.artstation.com/foomidori) - Page 15: [空之律者](https://www.pixiv.net/member_illust.php?mode=medium&illust_id=72513949) by [我才不是助手](https://www.pixiv.net/member.php?id=17440906) - Page 17 : [「空之律者」 ](https://www.pixiv.net/member_illust.php?mode=medium&illust_id=71803520) by [sola7764](https://www.pixiv.net/member.php?id=2702224)
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Herrscher of the Void
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# Herrscher of the Void ___ A loxodon strides through the bejeweled halls of a castle, dra-ped in blistering heat. As he reaches the throne room, he dra-ws a fiery crimson blade, hellbent on executing the royalty th-at are debating amongst themselves in one fell swoop with w-orld-shaking force. The deed done, the loxodon collapses am-ong his victims, smoke billowing from his body. Hair frozen in place, a human spreads her arms wide and f-licks her wrists. An invisible sphere surrounds her, and her vi-ctims find themselves floating in its vicinity, bewildered and c-onfused. His hands outstretched, a dragonborn summons a portal of nothingness, and from it comes missiles black as the void wh-ich whistle past him and everything else, bringing forth death and destruction. Herrschers of the void are heralds of destruction. They car-ry an otherworldly birthright which allows them to use abiliti-es few can imagine. The impressive might they wield is some-thing that isn't learned - it is a power conferred to them by a f-orce even older and more powerful than the gods. ### Scions of Destruction Herrschers of the void 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 worl-ds and create rifts that bring forth despair with relative ease. \columnbreak The powers wielded by herrschers of the void are supernatur-al and beyond the scope of all but the most powerful spells th-at mortals can cast, following a set of rules unlike those of ps-ionics and spellcasting. But only a herrscher who has master-ed the unique powers given to them is capable of reshaping r-eality as they see fit, or causing destruction tantamount to the greatest spells known to mortals. ### Annihilating Will Herrschers of the void make use of their cosmic birthright wi-th energy within themselves, often simply called **charges**. Th-is energy is an integral part of the essence of herrschers that is unique to them and allows them to shape the area that sur-rounds them. Herrschers shape this power into effects that r-eshape the world and exceed the capabilities their bodies are physically limited to. Using this energy, herrschers can make the world bend to their whims. As they grow stronger, the ex-periences they undergo and their mastery of the innate force within them gives them even greater control of their powers and the world.
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Herrscher of the Void
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### Cosmic Deviation The powers conferred to a herrscher twist their behavior and thoughts. To add some texture to your herrscher, consider the behaviors your character acquired when they ascended. They have no game effect, but your character might become irritat-ed or upset if another character acts contradictory to your ch-aracter's newfound behavior or disrupts it. They're a great ro-le-playing tool to add character to the game. You can roll from 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 beha-viors. Do they have any bearing on your character's personali-ty and background? Does it highlight an aspect of your primo-rdial benefactor? | 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 rely on their origin for their innate magic, a herrscher can only be c-hosen to gain their unique gifts.
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Herrscher of the Void
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##### Herrscher of the Void | Level | Proficiency Bonus | Features | Charges | Herrscher Abilities | |:---:|:---:|:---|:---:|:---:| | 1st | +2 | Bonded Weapon | 4 | 2 | | 2nd | +2 | Decree of the Herrscher | 5 | 3 | | 3rd | +2 | Herrscher's Genesis | 6 | 4 | | 4th | +2 | Ability Score Improvement | 7 | 5 | | 5th | +3 | Extradimensional Pledge | 8 | 6 | | 6th | +3 | Decree of the Herrscher (2) | 9 | 7 | | 7th | +3 | Herrscher's Genesis Feature | 10 | 8 | | 8th | +3 | Ability Score Improvement | 11 | 9 | | 9th | +4 | ─ | 12 | 10 | | 10th | +4 | Decree of the Herrscher (3) | 13 | 11 | | 11th | +4 | Herrscher's Genesis Feature | 13 | 12 | | 12th | +4 | Ability Score Improvement | 14 | 12 | | 13th | +5 | Ascendant Liege | 14 | 13 | | 14th | +5 | Herrscher's Genesis Feature | 15 | 13 | | 15th | +5 | Decree of the Herrscher (4) | 15 | 14 | | 16th | +5 | Ability Score Improvement | 16 | 14 | | 17th | +6 | Herrscher's Genesis Feature | 16 | 15 | | 18th | +6 | ─ | 17 | 15 | | 19th | +6 | Ability Score Improvement | 17 | 15 | | 20th | +6 | Primordial Ruler | 18 | 15 |
To be graced with the cosmic powers that a herrscher wields is a feat in and of itself. Because few are armed with the kno-wledge of beings older and far more powerful and wiser than the gods, it is incredibly hard to seek out one who is able and willing to bless a mortal with such destructive might. One mi-ght be blessed at their conception, or a breakthrough may ac-cidentally invoke their presence. No matter how they are ign-ited and gain their newfound powers, herrschers are natural adventurers, carrying martial prowess and supernatural mig-ht that waits to be unveiled to the world. ### Creating a Herrscher of the Void The most important question to consider when creating your herrscher of the void is the origin of your power. Although the class features related to your origin don't appear until you re-ach 3rd level, plan ahead for that choice by reading the origin descriptions at the end of the class. Does your presence natu-rally 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 imag-ine wielding, capable of twisting reality with a flick of your wr-ist, no arcane knowledge or insight on rituals required? Do y-ou revel in this incomparable might, try to master it, or embr-ace it? Is it a blessing or a curse, to wield such destructive st-rength? Were you born with it, or did you seek it out through scrolls and books whose age is beyond that of the oldest writ-ten lore known to mystics and sages? What do you intend on doing with it? Perhaps you were given such power through a stroke or 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 c-osmos. #### Quick Build You can create a herrscher of the void quickly by following th-ese suggestions. First, make Strength and Constitution your highest ability scores. Next, make your character's backgrou-nd wanderer.
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Herrscher of the Void
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#### Multiclassing In order to multiclass into a herrscher of the void, you must h-ave a Constitution score of 14 or greater. You must also find a cosmic entity that is willing and capable of gracing you with t-he might of a herrscher of the void, provided you know of one. You might find one through a stroke of luck or might spend s-everal years trying to find one before even meeting it. ## Class Features As a herrscher of the void, you gain the following features. #### Hit Points ___ - **Hit Dice :** 1d10 per herrscher of the void level - **Hit Points at 1st Level :** 10 + your Constitution modifier - **Hit Points at Higher Levels :** 1d10 (or 6) + your Constitut-ion modifier per herrscher of the void level after 1st level #### Proficiencies ___ - **Armor :** Light armor, medium armor - **Weapons :** Simple, martial weapons - **Tools :** One of your choice ___ - **Saving Throws :** Strength, Constitution - **Skills :** Choose two from Acrobatics, Arcana, Insight, In-timidation, Investigation, Perception, and Persuasion \columnbreak
#### Starting Equipment You start with the following equipment in addition to the equipment granted by your background : - two weapons you are proficient with - an explorer's pack > ##### Optional : Arcane Annulment > 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 beco-me 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 proce-ss is long and difficult. Not all herrschers lose the ability to cast spells, so the option to undertake th-is penalty primarily serves as a role-playing device. ### Bonded Weapon You learn a ritual that creates a cosmic bond between yourse-lf 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.
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\pagebreak Once you have bonded a weapon to yourself, you can't be di-sarmed of it unless you are incapacitated. If it is on the same plane of existence as you, you can summon it as a bonus act-ion, causing it to teleport instantly to your hand. You can have up to two weapons bonded to you, but can on-ly summon one at a time with your bonus action. If you attem-pt to bond with a third weapon, you must break your bond wi-th one of the other two. ### Herrscher Abilities Herrscher abilities are supernatural feats, exclusive to herrsc-hers of the void, that allow them to reshape the world around them and reality itself to an extent, and execute their will as t-hey 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 th-is energy is represented by a number of charges. Your herrsc-her 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 fi-nish a long or short rest, at the end of which your body draws back spent energy if you have less charges than your base ch-arge. 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 lev-els 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 g-ain 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. Y-ou use your Constitution modifier to set the save DC for your herrscher abilities or when making an attack roll 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 sake of damage calcul-ation, but ignore effects that halt magic due to their cosmic n-ature. #### 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 e-qual to or less than your herrscher of the void level. For insta-nce, when you reach 3rd level in this class, you can learn one new herrscher ability of 1st or 3rd level. \columnbreak ### Decree of the Herrscher At 2nd level, you can use your bonus action to revitalize yours-elf, regaining 2 charges and 1d8 hit points. After using this fe-ature, 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 regain-ed 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 t-he nature of your cosmic might, two of which are detailed at t-he 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 When you reach 4th level, and again at 8th, 12th, 16th, and 1-9th 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 usi-ng this feature, and using the optional feats rule, you can for-go taking this feature to take a feat of your choice instead. ### Extradimensional Pledge Starting at 5th level, you can attack with a weapon bonded to you twice, instead of once, whenever you take the Attack acti-on 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 ex-istence than you, now that your bond with it has grown along with your powers. ### Ascendant Liege At 13th level, your cosmic powers sustain you so that you suff-er 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. ### Primordial Ruler At 20th level, you have reached the pinnacle of might one can attain as a herrscher of the void. Your Strength and Constitut-ion scores each increase by 4, and the maximum for those sc-ores becomes 24. Additionally, you gain proficiency in Consti-tution saving throws if you already aren't. ## Herrscher's Genesis As herrschers of the void grow and become increasingly pow-erful, they must decide how their incredible powers will deve-lop. A few herrscher origins are shown below. ### Astral Drifter Astral drifters are herrschers who forsake martial prowess f-or even greater power. They can innately fire projectiles forg-ed from nothingness, safe from the threat of barbarians and other masters of close-up combat.
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> ##### Rule Modifications > As an astral drifter, your hit dice and saving throw proficiencies are altered when you first choose this origin at 3rd level. Any herrscher of the void hit di-ce 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 nor-mally granted when you take your first level as a herrscher of the void. (If you multiclassed into t-his 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 manif-est the essence of the multiverse into a deadly weapon witho-ut needing to expend charges. As an attack, you can summon a needle that radiates nothi-ngness, firing it at an enemy. Make a ranged herrscher ability attack against a target that is within 45 feet of you. On a hit, t-he target is dealt 1d8 force damage. At 5th level, you can take this action twice per turn with *extra attack*. \columnbreak The damage dealt by the needle and the effective range incre-ase 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 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 r-olling 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 m-oving 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 Starting at 11th level, whenever you reduce a creature's hit p-oints to 0 and kill it with the needle from *subspace armamen-ts* 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.
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Herrscher of the Void
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#### Astral Grace When you reach 14th level, you gain a hover speed of 35 feet. #### Drifter's Wrath Starting at 17th level, whenever you attack with a needle forg-ed with *subspace armaments*, each creature aside from the t-arget within 5 feet of the point of impact must make a Dexter-ity saving throw. A creature is dealt 1d8 force damage on a fa-iled save and half as much damage on a successful one. ### Entropic Arbiter Entropic arbiters are unpredictable herrschers - no two share the same innate abilities, most which causes the world aroun-d them to react to their presence accordingly. #### Altered Velocity At 3rd level, when you choose this origin, your presence affe-cts 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. Whe-never you or another creature within 75 feet of you takes damage, reduce it by 2, to a minimum of 1. The damage r-educed increases to 4 at 8th level, 6 at 13th level, and 8 at 18th level. \columnbreak - **Nether Aura.** Your presence intensifies the pain those ar-ound 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 incr-eases to 4 at 8th level, 6 at 13th level, and 8 at 18th level. - **Temporal Distortion.** Your presence makes you and oth-ers around you faster. The movement speed of you and ea-ch 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 When you reach 7th level, your mere presence affects the spa-ce around you, often in a negative manner. Choose one of the features shown below to gain. - **Nebulous Will.** Your presence affects the movement of th-ose near you. At the beginning of each of your turns, a nu-mber of random creatures within 60 feet of you gain a ho-ver speed equal to their speed for 1 round, hovering no m-ore than 5 feet off the ground. (The DM chooses which cr-eatures 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, a-nd 4 at 16th level. - **Warped Time.** Your presence affects those who cast spell-s 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 s-peed 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 When you reach 11th level, the world shakes when you slay a creature, even if only the slightest bit. Choose one of the feat-ures 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 herrsch-er 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 poi-nts to 0 and kill it, you regain 1d8 hit points. The amount of hit points regained increases to 2d8 at 15th level. #### Void Ascendant 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 oth-ers when attacking them. Whenever you hit a creature wi-th a weapon bonded to you or a herrscher ability and deal at least 10 damage to it, you regain 1d4 hit points.
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- **Vampiric Herrscher.** You are capable of draining the ess-ence of others required to use your herrscher abilities, wh-ose lives end by your hand. Whenever you reduce a creatu-re'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 ma-tter, granting you a flying speed of 30 feet. On your turn, y-ou can use your bonus action to summon them. They last until you dismiss them as a bonus action during your turn. #### Chaotic Vizier When you reach 17th level, you have reached the pinnacle of your might as an entropic arbiter (but not as a herrscher). Ch-oose from one of the features below to gain. - **Chaos Arisen.** You are chaos incarnate, twisting reality a-round you by merely existing. Choose an *entropic arbiter* feature of 3rd level and of 7th level that you don't have, w-hich you gain. - **Cosmic Juggernaut.** You are as difficult to exterminate as the void. Your maximum hit points increases by 30. In add-ition, you regain 2 hit points at the beginning of each of yo-ur turns. \columnbreak
- **Voidwoken Knight.** You have mastered wielding a weapo-n bonded to you in conjunction with your supernatural ab-ilities. Melee weapon attacks you make with a weapon bo-nded to you emit shockwaves. After making a melee weap-on attack with a weapon bonded to you, each other creatu-re within 10 feet of you must make a Strength saving thro-w. 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 lieges are herrschers of the void who wield fire in addition to their reality-bending powers. Their flames both e-xtinguish and beget life, and they compound their prowess a-nd herrscher abilities with decisive, destructive attacks uniq-ue to them. #### Vermillion Assault When you first choose this origin at 3rd level, you learn to c-hannel another stream of might within yourself as a swath of destructive flame. Choose one of the attack actions shown b-elow to learn.
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___ - **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 rang-ed 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 c-reature 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 inc-reases 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 usi-ng a vermillion assault, you overheat that ability for 1 minute. When you use an overheated ability, you can't use it again un-til you finish a long or short rest or 30 minutes pass, whiche-ver comes first. #### Crimson Arbiter When you reach 7th level, you gain resistance to fire damage and learn another vermillion assault of your choice, either fr-om *vermillion assault* or the list shown below. \columnbreak ___ - **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 t-wo different creatures within 5 feet of you. On a hit, a crea-ture 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 f-eet of you. Each target must make a Strength saving throw and a Dexterity saving throw. A creature that fails its Stren-gth 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 i-ncreases to 4d6 at 12th level and 5d6 at 17th level. **(2 cha-rges)** #### Unyielding Savagery Starting at 10th level, you can use a vermillion assault twice instead of once before overheating it if you are missing at le-ast half your hit points. #### Alpha Execution When you reach 13th level, you learn an alpha execution of y-our choice shown below - a devastating attack that exhausts the user greatly and affects those around them to a massive degree.
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Herrscher of the Void
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___ - **Heavensbane.** You shape a massive sword from fire and leap at a target up to 10 feet away, striking them. They must ma-ke a Constitution saving throw. A creature takes 15d10 fire damage on a failed save or half as much damage on a succ-essful 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 Using an alpha execution causes you to gain 2 levels of exha-ustion, and the next long rest you finish doesn't reduce your level of exhaustion. You can't use more than one alpha exec-ution per day. **Override.** You can can override the once-per-day restriction on alpha executions by gaining another level of exhaustion. Y-ou can't override the limit more than once per day. ##### Exhaustion Some special abilities and environmental hazards, such as st-arvation and the long-term effects of freezing or scorching te-mperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a cre-ature one or more levels of exhaustion, as specified in the eff-ect's description. | 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 an already exhausted creature suffers another effect that c-auses exhaustion, its current level of exhaustion increases by the amount specified in the effect's description. A creature suffers the effect of its current level of exhausti-on as well as all lower levels. For example, a creature sufferi-ng level 2 exhaustion has its speed halved and has disadvan-tage on ability checks. An effect that removes exhaustion reduces its level as spec-ified in the effect's description. If a creature's level of exhaust-ion is reduced below 1, all exhaustion effects on it end. Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink. Also, being raised from the dead reduces a creat-ure’s exhaustion level by 1. #### Flaming Crescendo When you reach 17th level, you gain immunity to fire damage, and your attacks and herrscher abilities that deal damage, sa-ve for vermillion assaults and alpha executions, deal an addit-ional 1d6 fire damage.
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Herrscher of the Void
\pagebreak ## Herrscher Abilities ##### 1st level ___ - Abyssal Blast - Arcana Ward - Cosmic Sword - Gushing Force - Nebula Tremor - Spatial Ward - Void's Kneel - Warp Reality ##### 3rd level ___ - Abyssal Lance - Abyssal Lights - Astral Retribution - Booming Cannon - Ensnaring Needle - Phantom Lash - Rupture Time - Synaptic Snap ##### 5th level ___ - Gravity Sphere - Kinetic Crash - Nethersquall - Nether Swap - Regeneration - Teleportation - Time Reset ##### 9th level ___ - Ability Overload - Abyssal Hunger - Blade of Dissent - Corroding Blast - Sangrite Skewer - Subspace Volley - Temporal Lapse - Vampiric Blade ##### 13th level ___ - Abyssal Storm - Bloody Requiem - Chaotic Storm - Ethereal Body - Ghastly Guise - Herrscher's Edge - Nether Cannons - Promethean Will ##### 17th level ___ - Annihilation Gate - Entropic Tempest - Herrscher's Rage \columnbreak ## Ability Descriptions #### Ability Overload ___ - 2 charges, bonus action or reaction - Range : Self ___ You momentarily overload your body's capabilities, increasing your ability scores save for Constitution by 4 for one round, w-here you suffer a -4 penalty to all ability scores save for Const-itution for one round after that round passes. In addition, you can use a second herrscher ability this turn. #### Abyssal Blast ___ - 1 charge, 1 action - Range : 45 feet ___ A bolt of pure nothingness streaks from your hand toward a creature in range. Make a ranged herrscher ability attack ag-ainst the target. On a hit, the target takes 1d8 force damage. The damage increases to 2d8 at 6th level, 3d8 at 11th level, and 4d8 at 16th level. #### Abyssal Hunger ___ - 3 charges, bonus action - Range : Touch ___ You infuse a creature you touch with cosmic hunger. Until the end of the turn, the next time that creature hits another creat-ure, that creature regains hit points equal to half the damage dealt. #### Abyssal Lance ___ - 2 charges, 1 action - Range : 15 feet ___ You summon a lance made of starstuff and strike at a creatu-re within range. Make melee herrscher ability attack against the target. On a hit, the target is dealt 2d12 piercing damage and it must succeed on a Constitution saving throw or its vis-ion is decreased to 60 feet until the end of its next turn. The damage increases to 3d12 at 10th level and 4d12 at 17th le-vel. The lance follows the same rules as a normal lance. If you make an attack with it against a creature that is within 5 feet of you, you suffer from disadvantage on the attack roll. #### Abyssal Lights ___ - 2 charges, 1 action - Range : 15 feet ___ You summon a sphere of blinding nothingness. Each other cr-eature in range must succeed on a Constitution saving throw or be blinded until the start of your next turn. #### Abyssal Storm ___ - 7 charges, 1 action - Range : 30 feet ___ You rain star-matter upon the battlefield. Each creature in ra-nge must make a Constitution saving throw. A creature takes 5d10 force damage on a failed save, or half as much damage on a successful save.
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Herrscher of the Void
\pagebreak #### Annihilation Gate ___ - 11 charges, 1 action - Range : 300 feet ___ You summon a cannon made of star-stuff which unleashes a volley of destruction centered on a 15-foot cube within range. Each creature in the chosen area makes a Dexterity saving t-hrow. A creature takes 10d10 force damage on a failed save and half as much damage on a successful save. #### Arcana Ward ___ - 1 charge, reaction - Range : Self ___ You mitigate the effects of a spell that would affect you. Choo-se one of the effects shown below to gain until the end of the turn : - The next time a spell attack is made against you, you get a +5 bonus to Armor Class against that attack. If a spell has its caster make multiple spell attacks against you, the bon-us to your Armor Class persists across each attack roll for that spell. - You get +5 to the next spell saving throw you make. - You take no damage from *magic missile*. #### Astral Retribution ___ - 1 charge, special - Range : 30 feet ___ You use your reaction when another creature hits you to retal-iate against it with cosmic energy. Your attacker must make a Constitution saving throw. It is dealt 2d10 force damage on a failed save and half as much damage on a success. The dama-ge increases to 3d10 at 8th level, 4d10 at 13th level, and 5d10 at 18th level. #### Blade of Dissent ___ - 3 charges, 1 action - Range : 10 feet ___ You summon a blade that hums with intense negative energy. Make a melee herrscher ability against against the target. On a hit, the target takes 5d8 slashing damage and must succeed on a Wisdom saving throw or it discerns all creatures around it as hostile for the next minute. An affected creature can rep-eat the saving throw at the end of each of its turns, ending the effect on itself on a success. The damage increases to 6d8 at 14th level. If a creature's saving throw is successful or the eff-ect ends for it, the creature is immune to this ability for the next 24 hours. #### Bloody Requiem ___ - 6 charges, bonus action - Range : 25 feet ___ You motion your hands and absorb the remaining life force fr-om dead creatures around you. You regain 30 hit points for e-ach dead creature that is within range that died in the past 7 days. \columnbreak #### Booming Cannon ___ - 3 charges, 1 action - Range : 45 feet ___ An ethereal cannon briefly flashes besides you, firing a proje-ctile at a point in range. Each creature that is within 5 feet of the point of impact must make a Constitution saving throw. A creature takes 2d8 force damage and is deafened until the be-ginning of your next turn, or takes half as much damage and isn't deafened on a successful save. The damage dealt increa-ses to 3d8 at 8th level, 4d8 at 13th level, and 5d8 at 18th level. #### Chaotic Storm ___ - 6 charges, 1 action - Range : 25 feet ___ You unleash a storm of elemental energy. Roll a d4, then each other creature in range makes a Constitution saving throw. A creature takes 8d6 damage of the damage type rolled on a fai-led save and half as much damage on a successful save. ##### Chaotic Storm Damage Type | d4 | Damage Type | |:---:|-------------| | 1 | Cold | | 2 | Fire | | 3 | Lightning | | 4 | Acid | #### Cosmic Sword ___ - 1 charge, 1 action - Range : 5 feet ___ You summon a sword made of star stuff, attacking a creature that is in range with it. Make a melee herrscher ability attack against the target. On a hit, the target takes 1d10 slashing da-mage. The damage dealt increases to 2d10 at 6th level, 3d10 at 11th level, and 4d10 at 16th level. #### Corroding Blast ___ - 4 charges, 1 action - Range : 15 feet ___ You unleash a wave of necrotic force that weakens armor, and travels around corners. Each other creature within range ma-kes a Constitution saving throw. A creature takes 5d6 necrot-ic damage and it's Armor Class is decreased by 2 for a minute on a failed save, and takes half as much damage and does not suffer a penalty to Armor Class on a success. The damage de-alt increases to 6d6 at 14th level. #### Ensnaring Needle ___ - 2 charges, bonus action - Range : 30 feet ___ A dark needle erupts beneath a target within range. It makes both a Dexterity and a Constitution saving throw. A creature that fails the Dexterity saving throw has its speed reduced to 0 and remains fixed in place until the end of its next turn. A c-reature is dealt 3d6 force damage on a failed Constitution sa-ving throw or half as much damage on a success. The dama-ge dealt increases to 4d6 at 10th level and 5d6 at 17th level.
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Herrscher of the Void
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#### Entropic Tempest ___ - 10 charges, 1 action - Range : 30 feet ___ You summon a storm of elemental fury that you can barely co-ntrol. Each other creature within range makes a Constitution saving throw; for each of those creatures, roll a d8 to determi-ne 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. ##### Entropic Tempest Damage Type | d8 | Damage Type | |:---:|:------------| | 1 | Force | | 2 | Fire | | 3 | Cold | | 4 | Lightning | | 5 | Necrotic | | 6 | Radiant | | 7 | Acid | | 8 | Thunder | #### Ethereal Body ___ - 7 charges, 1 action - Range : Self \columnbreak
You shroud yourself with cosmic protection. For the next min-ute, you have resistance to all bludgeoning, piercing, and slas-hing damage and another damage type of your choice. #### Ghastly Guise ___ - 7 charges, 1 action - Range : Self ___ Shrouded with cosmic mist, you become immune to all forms of detection for the next hour. Divination magic, divine interv-ention, and other sensors cannot detect you, and you are uns-een by creatures that lack either normal vision or truesight d-uring the duration of this ability. In addition, whenever you are hit during the duration, you briefly become invisible. You and everything you are wearing or carrying becomes invisible for 1 minute. The invisibility e-nds if you attack, cast a spell, or use a herrscher ability. You can't become invisible again for another 30 seconds. #### Gravity Sphere ___ - 3 charges, bonus action - Range : Self You create a 90-foot spherical area centered on yourself th-at ignores the laws of gravity, which lasts 1 minute. For the d-uration, any 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.
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Herrscher of the Void
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#### Gushing Force ___ - 1 charge, bonus action - Range : 35 feet ___ Cosmic force rocks a target within range that is Large or sm-aller. It must succeed on a Strength saving throw or be knoc-ked down. It must spend all of its movement on its next turn to recover from the prone position unless it waits an additio-nal turn to recover from the prone position. #### Herrscher's Edge ___ - 5 charges, bonus action - Range : Self ___ You momentarily strengthen your connection to the void. For the next minute, whenever you hit a creature with a melee w-eapon that is bonded to you, it takes 1d8 force damage and must succeed on a Strength saving throw or be pushed 10 feet back. The effect also ends early if you fall unconscious. #### Herrscher's Rage ___ - 12 charges, 1 action - Range : 60 feet ___ You unleash your rage upon any number of creatures that are within range. Several interstellar constructs briefly appear cl-ose to you, ready to fire at your command. Each target makes a Dexterity saving throw to avoid the brunt of the cannon fire. A creature takes 7d10 force damage on a failed save and half as much damage instead on a successful save. #### Kinetic Crash ___ - 3 charges, 1 action - Range : 20 feet ___ You dash in a straight line at a point within range, phasing th-rough everything you touch. Each creature you touched must make a Constitution saving throw. A creature is dealt 4d6 for-ce damage on a failed save and half as much damage on a su-ccessful one. The damage increases to 5d6 at 10th level and 6d6 at 15th level. #### Nebula Tremor ___ - 2 charges, 1 action - Range : Self You rock the area around you with explosive force. Each cr-eature in a 10-foot sphere centered on yourself must succeed on a Strength saving throw or be knocked down. You automa-tically succeed on this saving throw, and the area affected inc-reases to 15 feet at 11th level. #### Nether Cannons ___ - 6 charges, bonus action - Range : Self ___ A pair of ethereal cannons appear beside you, which last for 1 minute or until you dismiss them as bonus action or are inca-pacitated. The cannons follow you and have a hover speed eq-ual to your movement speed, and as an attack, you can comm-and one of the cannons to fire at a target that is within 40 feet of you. Make a ranged herrscher ability attack against the tar-get. On a hit, the target takes 3d10 force damage.
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Herrscher of the Void
\pagebreak #### Nethersquall ___ - 3 charges, bonus action - Range : Touch ___ You touch a creature and infuse it with the swirling chaos of the void. For the next minute, whenever it takes damage, it's teleported to a random unoccupied space that is no more th-an 15 feet away from it. You can end the chaotic infusion us-ing your bonus action. #### Nether Swap ___ - 3 charges, 1 action - Range : 30 feet ___ You manipulate the air to force two creatures in range to exc-hange places, including yourself if you choose to do so. If one of the targets is unwilling, it makes and must succeed on a C-onstitution saving throw or be forcibly teleported. If both tar-gets are unwilling, they must both succeed on a Constitution saving throw or be forcibly teleported, even if one target suc-ceeds on its saving throw. #### Phantom Lash ___ - 2 charges, 1 action - Range : 30 feet ___ A long and flexible whip appears in your hand, which you ass-ault a creature in range with. Make a melee herrscher ability attack. On a hit, the target takes 3d6 force damage and must succeed on a Strength saving throw or be pulled up to 10 feet closer to you. The damage increases to 4d6 at at 10th level a-nd 5d6 at 16th level. The whip and the creature it is pulling can move through s-olid materials. If a creature is submerged in another object af-ter it stops being pulled, it is safely expelled to the nearest un-occupied space. #### Promethean Will ___ - 5 charges, bonus action - Range : Self ___ You enter a rage fueled by your exhaustion, that lasts for 1 mi-nute. For the duration, you don't suffer any of the negative eff-ects of having one or more levels of exhaustion unless you ha-ve 6 or more levels of exhaustion, which causes death. Additi-onally, for the duration of the rage, any damage you deal is in-creased by 1d4 for each level of exhaustion you have. The rage ends early if you are incapacitated or choose to e-nd it early as a bonus action. When the rage ends, if you have at least 1 hit point, your exhaustion level is decreased by 1. #### Regeneration ___ - 3 charges, bonus action - Range : Self ___ You glow with shimmering blue light, that heals you for 2d6 hit points. The hit points regained increases to 3d6 at 15th level. \columnbreak #### Rupture Time ___ - 2 charges, bonus action - Range : 45 feet ___ You attempt to hinder a creature in range. The target must m-ake a Constitution saving throw or be affected. On a failed sa-ve, the target's speed is halved, and must spend all of its mov-ement to recover from the prone position instead of half of its movement for the next minute. The target can repeat the savi-ng throw at the end of each of its turns, ending the effect on i-tself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the this ability for the next 24 hours. #### Sangrite Skewer ___ - 7 charges, 1 action - Range : 30 feet ___ You expend some of your life force and shape it into a sharp s-pear, which you throw at a creature in range. You take 5d8 ne-crotic damage, and make a ranged herrscher ability attack ag-ainst the target. On a hit, the target is dealt 10d10 piercing d-amage and it's hit point maximum is reduced for the next 24 hours by an amount equal to half the damage dealt. The dam-age increases to 12d10 at 14th level. #### Spatial Ward ___ - 1 charge, reaction - Range : Self ___ You alter the very air around you to shelter yourself from att-acks. Until the end of the turn, you get a +2 bonus to Armor Class. #### Subspace Volley ___ - 4 charges, 1 action - Range : 35 feet ___ You open a portal above you, and up to three missiles whistle past you at different targets. Each target must make a Consti-tution saving throw. A creature takes 5d6 force damage on a failed save and half as much damage on a success. The dam-age increases to 6d6 at 14th level. #### Synaptic Snap ___ - 2 charges, bonus action - Range : 30 feet ___ You attempt to physically disable a creature. The target must succeed on a Constitution saving throw or suffers from a pe-nalty of your choice. On a successful save, it can't be affected by this ability for the next hour. ___ **Disarm.** The target drops current weapon. ___ **Restrain.** The target is restrained for the next minute. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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Herrscher of the Void
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#### Teleportation ___ - 2 charges, bonus action - Range : 25 feet ___ You evaporate in a cloud of darkness, reappearing in an unoc-cupied space within range. The range increases to 40 feet at 15th level. #### Temporal Lapse ___ - 3 charges, bonus action - Range : 30 feet ___ You make it significantly more difficult for other creatures in range to act until your next turn. Each other creature within range must succeed on a Constitution saving throw or must end their next turn after they take an action or bonus action, or when they finish moving. #### Time Reset ___ - 1 action, bonus action - Range : 60 feet ___ You teleport a willing creature to the space it occupied at the beginning of its last turn, provided that space is unoccupied. Otherwise, it is ejected from that space to the nearest unoc-cupied space. If the target is unwilling, it must succeed on a Constitution saving throw or be subject to the effects of this ability. #### Vampiric Blade ___ - 5 charges, 1 action - Range : 10 feet ___ You summon a black sword forged from the cosmos that is s-heathed in crimson, and attack a creature in range with it. M-ake a melee herrscher ability attack roll against the target. On a hit, the target takes 5d6 slashing damage and you regain hit points equal to half the damage dealt. #### Void's Kneel ___ - 1 charge, 1 action - Range : 30 feet ___ You impose the force of the void on a creature within range. It must succeed on a Constitution saving throw or its speed is r-educed to 0 until the end of its next turn. If this herrscher abi-lity causes a creature to fall, it falls at a rate of 60 feet per rou-nd. #### Warp Reality ___ - 1 charge, 1 action - Range : 30 feet ___ You attempt to push or pull a target whose size is large or sm-aller that you can see that is in range. The target makes a Str-ength saving throw. On a failed save, it is pushed or pulled 10 feet horizontally in a direction of your choice. This ability's ra-nge increases to 35 feet at 6th level, 40 feet at 11th level, and 45 feet at 16th level. Additionally, the distance a creature can be pushed or pulled increases to 15 feet at 11th level.
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Herrscher of the Void