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## Vorpal Knight ### In Wonderland, there is an order of knights who bend the insanity and nonsense of their realm. While mostly using techniques from the mystical creatures and strange vocabulary of Wonderland, the strongest of these knights carry with them a vorpal weapon. Making a vorpal weapon is a right of passage for all Vorpal Knights, though few actually are able. Many lose themselves to madness before reaching that peak. Do you still follow the path, or are you already lost? Ironically, people who follow this archetype are often rather serious, taking their service to insanity and discord with the greatest honor and respect. ### Channel the Jabberwocky When you choose this archetype at 3rd level, you become able to channel the nonsense voices of Wonderland. You can speak, read, and write Jabberwocky. You learn the *booming blade* cantrip. A number of times equal to your Charisma modifier, you can cast the *dissonant whispers* spell without expending a spell slot. You regain expended uses of this spell when you finish a long rest. Charisma is the spellcasting modifier for these spells. ### Tove's Gimble Also at 3rd level, you have learned the ways of the tove, able to leave lingering injuries by drilling into your opponents. When you hit with an attack, you can choose to use this ability, causing them to bleed profusely. On their turn, they take half of the damage dealt by that attack, rounded down, unless they magically regain hit points before then. Once you have used this feature, you cannot do so again until you finish a short or long rest. ### Tulgey Balderdash At 7th level, you can emit an aura of nonsensical whispers and darkness. As a reaction to taking damage from a weapon attack made by a creature within 30 feet of you, you may have that creature make a Constitution saving throw (DC = 8 + your Charisma modifier + your proficiency bonus) or take thunder damage equal to your Charisma modifier (minimum of 1) and become blinded until the beginning of your next turn. You can use this ability a number of times equal to your proficiency bonus. You regain expended uses of this feature on a long rest. ### Oh, Frabjous Day! At 10th level, you rejoice in the victory of your party members, your rapturous cries healing their wounds. When an ally that you can see within 60 feet of you reduces a hostile creature to 0 hit points, you can take a reaction to restore 1d10 plus your Charisma modifier hit points to that ally. You can do this a number of times equal to your Charisma modifier (minimum of once). You regain expended uses of this feature on a long rest. In addition, when you can cast the *booming blade* or *dissonant whispers* spell, you can as a bonus action a number of times equal to your proficiency bonus, and regain expended uses of this feature on a short or long rest. \columnbreak ### Impose Galumphing At 15th level, you learn to slow creatures when you get fast. When you use your Action Surge feature, you can immediately cast the *slow* spell (no action required), using your Charisma as the spellcasting modifier. ### Vorpal When you reach 18th level, you can forge your own vorpal weapon. You can conduct a 1 hour ritual as a part of a short or long rest. At the end of this ritual, choose a non-magical weapon that is within reach. It is now a magical weapon that you are attuned to. The ritual cannot take place if you do not have the capacity to attune to it. You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, when you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. You may only have one of these weapons at a time. It can only be attuned to by you. If you do the ritual on a different weapon or unattune from it, the weapon is destroyed, shattered in a cacophony of laughter.