Vanquisher
Hit Points
Hit Dice: d8 per Vanquisher level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per sentinel level after your 1st
Proficiences
Armor: All armor
Weapons: Simple weapons, glaive, greatsword, halberd, longsword, pike, scimitar, shortsword
Tools: Choose one musical instrument or one of the following: calligrapher's supplies, painter's supplies, potter's tools, or woodcarver's tools
Saving Throws: Dexterity and Charisma
Skills: Choose two Skills from Acrobatics, Athletics, Diplomacy, History, Insight, Intimidation, Perception, Persuasion, and Survival
Overview & Creation
There are ancient combat techniques passed down from master to apprentice over generations. With these techniques, they are able to perform exploits with their blades that defy mortal expectations. Their abilities seem almost magical, but they draw power only from themselves. Originating from stoic warriors on various realms, the vanquisher has spread across the
Sora to become one of the most feared combatants on the battlefield. They are capable of incredible feats with their weapons, utilizing a variety of abilities which bear poetic names. Some vanquishers are trained in remote academies, others seek out wandering masters to train them. A rare few even manage to develop their own techniques, becoming the founders of their own schools.
Noble Warriors
Vanquishers often adhere to personal codes of conduct, though these can vary wildly from being utterly altruistic to deeply selfish. The true vanquisher is deeply contemplative of his place within the world and finds deep insights into life from the art of the weapon. They are calm and composed individuals, rarely given to open shows of emotion or rashness. Many vanquishers are scholars and artists in addition to warriors, finding joy in a poem or beautiful painting.
Guardians of Tradition
Most vanquishers serve as protectors and guardians of their communities, using their great skills to defend their traditions and homes. Others serve local lords as specialized troops, highly trained and deadly in combat, able to keep the peace and drive off foes. A few wander the world seeking to test their skills against whatever challenges they can find, ever seeking to attain greater heights of mastery. Some exist simply for the art of weaponry, never actually intending to do combat.
Quick Build
You can make a vanquisher quickly by following these suggestions. First, put your highest ability score in Charisma, followed by Dexterity or Constitution. Second, choose the folk hero background.
Optional Rules: Multiclassing
If your group uses the optional rule on multi classing in the
Player's Handbook, here's what you need to know if you choose vanquisher as one of your classes.
Ability Score Minimum. As a multiclass character, you must have at least a Charisma score of 13 to take a level in this class, or to take a level in another class if you are already a vanquisher.
Proficiencies Gained. If vanquisher isn't your initial class, here are the proficiencies you gain when you take your first level as a vanquisher: light armor, simple weapons, glaive, greatsword, halberd, longsword, pike, scimitar, short sword, and calligrapher's supplies.
Ki Points. If you have levels in another class which grants ki points (such as the monk), you add the ki points granted from each class together to calculate your ki pool. You may use these ki points for abilities which require ki from any class.
Class Features
Cunning Initiative
You are a master of reacting quickly to threats. As such, at 1st level, you add your proficiency bonus to initiative rolls.
Focus
You can focus your mind, providing superior insight and instinct in combat. On your turn, you can focus as a bonus action.
While focused, you gain the following benefits:
- You have advantage on Charisma and Dexterity checks and Charisma and Dexterity saving throws.
- When making a weapon attack, you gain a bonus to hit and damage that increases as you gain levels as a vanquisher, as shown in the Focused Attack column in the vanquisher table.
- You are immune to charm and sleep spells.
- You have resistance to psychic damage.
Your focus lasts for 1 minutes. It ends early if you are knocked unconscious. You can also end your focus on your turn as a bonus action.
Once you have focused a number of times shown for your vanquisher level in the Focus column of the vanquisher table, you must finish a long rest before you can focus again.
Sudden Strike
At 2nd level, you gain the ability to make a sudden strike against a foe as long as you have not attacked that opponent before in this combat. On your first attack against that opponent, you have advantage and deal an additional 1d6 points of damage on a hit. After making a sudden strike, opponents have advantage on attacks against you until your next turn.
The amount of extra damage increases as you gain levels in this class, as shown in the Sudden Strike column of the vanquisher table.
Ki
Starting at 3rd Level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your vanquisher level determines the number of points you have, as shown in the Ki Points column of the vanquisher table.
You can spend these points to fuel various ki features. You start knowing two such features: Far Strike and Darting Strike. You learn more ki features as you gain levels in this class.
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Ki save DC = 8 + your Proficiency Bonus + your Charisma modifier
Darting Strike
As an action, you may spend 1 ki point to move adjacent to any enemy within a distance equal to your maximum movement speed. At the end of this movement, you make one attack against the opponent.
Far Strike
When you take the Attack action, you may spend 1 ki point to make an attack with your weapon as if it were a ranged weapon with a range of 30/120. You may only make this attack once per round and may not make a sudden strike with this attack.
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. As normal, you can’t increase an ability score above 20 using this feature.
Blade Path
At 5th level, you narrow your training to focus on one of the many blade paths, each which contain their own unique techniques. The paths are described at the end of the class description. Your choice grants you features at 5th level and again at 9th, 13th, 17th, and 20th level.
Extra Attack
Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.
Distant Far Strike
At 6th level, the range of your far strike increases to 40/160.
Sudden Far Strike
At 11th level, you may combine your sudden strike with your far strike.
Persistent Focus
Beginning at 14th level, your focus is so intense that it only ends if you fall unconscious or you choose to end it.
Mastered Far Strike
At 15th level, you may make a far strike with any number of your attacks per turn.
Unsurpassed Charisma
Beginning at 18th level, if your total for a Charisma check is less than your Charisma score, you can use that score in place of your total.
Blade Paths
While the core training of vanquishers utilize the same skills, there exist numerous different schools and traditions, better known as paths, that differentiate them. These paths all have different techniques which enable them to perform fantastic feats. Each path closely guards the secrets of their techniques, with different paths having great rivalries, each hoping to demonstrate the superiority of their craft.
Path of the Azoth
While normally considered the province of alchemists, the caustic power of the azoth has long intrigued even some vanquishers. Those who follow this path utilize techniques that create powerful acids that can dissolve even the strongest materials.
Acrid Slash
At 5th level, you may spend 1 ki point as a bonus action to cause your weapon to exude a powerful corrosive substance for a number of rounds equal to your vanquisher level. For the duration, you deal 2d4 additional acid damage whenever you hit an opponent.
Corrosive Burst
At 9th level, when you hit an opponent with a melee weapon attack you may spend 2 ki points to release a burst of acid. All creatures within a 20' radius of the target (including the target itself) must make a Dexterity saving throw or suffer 8d4 acid damage, then 4d4 damage at the start of their next turn, then 2d4 on the start of their turn after that. Creatures which make the save take half damage and take no follow up damage.
Digestive Cloud
At 13th level, you may spend 3 ki points as an action to cause your melee weapon to exude a highly caustic gas in a 20' radius around you for a number of rounds equal to your vanquisher level. Any creature that enters this cloud or starts its turn inside this cloud must make a Constitution saving throw or take 12d4 points of acid damage. At the start of the creature's next turn after it leave the cloud, it takes another 6d4 points of acid damage, then 3d4 points of damage the turn after that. Creatures that make their saving throw take half damage and take no follow up damage.
Caustic Soul
At 17th level, you become immune to acid damage when you focus. In addition, you may spend 5 ki points as an action to release a 30' long and 5' wide spray of incredibly destructive acid from your melee weapon. Any creature in the path must make a Dexterity saving throw or suffer 8d8 points of acid damage, then 4d8 acid damage the at the start of their turn after that after, then 2d8 points of acid damage the turn after. Any objects carried by the creature or caught in the line of the spray are damaged by the initial spray as welll; non-magical items take full damage, while magical items take half damage. Creatures which succeed on their saving throw take half damage, take no follow up damage, and do not suffer damage to objects they carry.
Alkahest
At 20th level, when you hit a creature with a melee weapon attack, you may consume the rest of your ki points to transform its blood (or an equivalent for creatures without blood) into a universal solvent. Creatures must make a Constitution saving throw or suffer 1d8 points of acid damage per ki point expended, then 1d8 per 2 ki points expended the at the start of their round after, then 1d8 per 4 ki points expended the round after that. Creatures which make their save take half damage and take no follow up damage. Creatures killed by this ability are dissolved into a pool of acid 10' in diameter, with any non-magical objects they were carrying instantly destroyed. Magical objects take half damage, but remain lying in the pool of acid. Any creatures or objects which enter the acid pool for their first time on a turn, or start their turn in the pool, must make a Constitution saving throw or suffer 1d4 points of acid damage per ki point expended. Creatures which succeed on their saving throw suffer half damage.
Path of the Banshee
The vanquishers who study the Path of the Banshee learn to whip their weapons through the air with enough force to generate sonic booms and terrible shrieks. Their techniques cause thunderous blasts, able to vibrate apart even the strongest materials.
Wail of Pain
At 5th level, you may spend 1 ki point as a bonus action to cause your weapon to scream with each swing. On your next melee weapon attack, in addition to the results of the attack, creatures in a 15' cone behind the target take 4d4 thunder damage. Your second attack causes a cone that deals 2d4 thunder damage. On a third attack, the cone deals 1d4 thunder damage. Creatures caught in the cone may make a Dexterity saving throw to take half damage.
Yammering Blade
At 9th level, you may spend 2 ki points as a bonus action to can cause your melee weapon to release disturbing noises when you swing it for a number of rounds equal to your vanquisher level. While the ability is active, foes within a 30' radius whenever you take an Attack action must make a Wisdom save or take 3d6 psychic damage and be frightened until the end of their next turn. Creatures which succeed their saving throw still suffer half damage.
Sonic Boom
At 13th level, you may spend 3 ki points as an action to generate a powerful blast of sound in a 30' radius around yourself. This blast deals 3d6 points of thunder damage to all creatures within the area and those effected are potentially blown away. Creatures must make a Constitution save or be knocked prone, pushed back 10', and stunned for 1d4 rounds.
Cacophonous Soul
Beginning at 17th level, you have immunity to thunder damage while focused. Additionally, you may spend 5 ki points as a bonus action to empower your melee weapon attacks to weaken the structure of your foes. For a number of rounds equal to your vanquisher level, whenever a creature is damaged by one of your abilities or attacks, they must make a Constitution saving throw or lose any damage resistances and gain vulnerability to any damage types they did not have resistance until the end of your next turn. If they are resistant to thunder damage, they do not gain any vulnerabilities but still lose all resistances (including to thunder damage). If they are immune to thunder damage, they are unaffected.
Discordant Scream
At 20th level you may spend all of your remaining ki points to focus all your sonic energy into one massive deafening blast as an Attack action. The blast bursts out in a 80' radius, dealing 1d6 points of thunder damage per ki point expended to all creatures caught within it. Creatures may make a Constitution save to take half damage. Any creature which fails its save is permanently deafened, knocked prone, and stunned for 1d4 rounds.
Path of the Colossus
Vanquishers following the Path of the Colossus believe brute strength is more important than any flashy attacks. Their techniques focus on pure power, eschewing finesse or subtlety.
Massive Strike
At 5th level, you gain the ability to spend 1 ki point to focus your energy into your muscles as a bonus action, growing to an enormous size. For a number of rounds equal to your vanquisher level, you may act as if under the effects of an
enlarge spell.
Rending Blow
Beginning at 9th level, you can spend 2 ki points to cause your melee weapon to deal far more damage than a normal weapon of its size when you hit a foe. The weapon deals damage as if it was one size larger (double the damage die for a large weapon, triple it for a huge weapon, and a quadruple it for a gargantuan weapon).
Tremor Blow
Beginning at 13th level, you can unleash a blow so powerful that it shakes the very earth. When you hit a foe with a melee weapon attack, you may spend 3 ki points to create a tremor like the
shatter spell, except it in a circle with a 30' radius.
Impervious Body
Beginning at 17th level, you gain resistance to all damage types when you focus. In addition, whenever you fail a saving throw, you may spend 3 ki points to succeed on the saving throw instead.
Quaking Strike
At 20th level, you become one with your blade and may make a single fearsome attack with it. You may use your action to use all your remaining ki points to unleash a single massive strike that shakes the very earth in an 80' radius. Creatures in the area at the start of the quake, as well as any who enter the area before the start of your next turn, must make a Dexterity saving throw. Any who fail take 1d6 points of bludgeoning damage per ki point you spent and are knocked prone and stunned for 1d4 rounds. Those who succeed on their save take only half damage and do not suffer any other ill effects.
Path of the Dragon
Drawing inspiration from the mighty dragons of legend, those who follow the Path of the Dragon learn to wield tremendous elemental fire. Their techniques allow them to shoot gouts of flame from their weapons and otherwise manipulate elemental fire.
Flameblade
At 5th level, you may spend 1 ki point to ignite your melee weapon with elemental fire as a bonus action for a number of rounds equal to your vanquisher level. During this time, your weapon acts as the
flame tongue weapon.
Explosive Strike
Starting at 9th level, when you hit a foe with a melee weapon attack, you may spend 2 ki points to release a
fireball centered on your foe. You take no damage from this ability.
Fiery Body
At 13th level, you may spend 3 ki points as an action to shroud yourself in flames for a number of rounds equal to your vanquisher level. During this time you are effected as if under a warm
fire shield.
Volcanic Soul
Beginning at 17th level, you gain immunity to fire damage while focused. In addition, whenever you slay a foe, you may spend 5 ki points as a reaction to turn the defeated foe into a bomb. The bomb acts as a
delayed blast fireball, though a creature is unable to throw it.
Supernova
At 20th level, you may use an action to spend all your remaining ki points to unleash a massive torrent of fire from your body. All creatures within an 60' radius of you must make a Dexterity saving throw or suffer 1d10 points of fire damage per ki point spent. Creatures which make their saving throw still suffer half damage.
Path of the Juggernaut
The Path of the Juggernaut emphasizes speed over strength, using a flurry of blows to strike multiple foes down at once. Their techniques may not be heavy hitting, but they are able to tear through swaths of opponents with a flash.
Arcing Slash
At 5th level, you may spend 1 ki point to use your action to release a powerful slash which can cut all enemies in a 30 foot semicircle in front of you. You make a separate attack roll against each opponent.
Flurry of Blades
Beginning at 9th level, immediately after you take the Attack action on your turn, you can spend 2 ki points to make two melee weapon attacks as a bonus action.
Quickened Strikes
At 13th level, you can spend 3 ki points to temporarily speed yourself in combat, allowing you to act as if under the effect of the
haste spell for a number of rounds equal to your vanquisher level.
Accelerated Soul
Starting at 17th level, you may spend 5 ki points whenever you take the Attack action to double each melee weapon attack. For each attack that hits this round, you roll for damage twice, adding any bonuses to damage to each roll. Any other effects caused by an attack (such as the extra damage caused by a
flame tongue or the chance to severe a limb with a
sword of sharpness) is also doubled.
Omnislash
At 20th level, you may spend all of your remaining ki points as an action to unleash all your speed into one furious assault against all foes within a 45 foot radius. You may make as many melee weapon attacks as ki points expended, choosing which foes are attacked and how many receive each attack. You jump instantly from opponent to opponent and do not draw any attacks of opportunity during the flurry. You make a separate attack roll for each.
Path of Night
The Path of Night teaches its users how to fight in even the deepest darkness and to use that darkness against their foes. Their techniques draw upon fuliginous elemental energy, manipulating it and unleashing it in a variety of ways.
Dimming Edge
Beginning at 5th level, you can spend 1 ki point as a bonus action to cause a sphere of
darkness to emanate from your weapon. You, and you alone, can see in this darkness as if it were bright light. This darkness lasts for a number of rounds equal to your vanquisher level.
Umbral Blast
At 9th level, you can spend 2 ki points to release a burst of fuliginous energy on a successful melee weapon attack. All foes within a 20' radius must make a Constitution saving throw or take 4d6 points of necrotic damage and get disadvantage on all attack rolls for a number of rounds equal to half your vanquisher level. Creatures who make their saving throw still take half damage.
Orbiting Death
Beginning at 13th level, you can use a bonus action and spend 3 ki points to generate an aura of fuliginous energy with a radius of 15' around yourself for a number of rounds equal to your vanquisher level. Any creatures that enter the area for the first time on a turn or begin their turn in the aura must make a Constitution saving throw or take 2d8 + your Charisma modifier of necrotic damage and is
slowed (as per the spell) on its next turn. Creatures that make their save still take half damage.
Crepuscular Soul
Starting at 17th level, you have immunity to necrotic damage while you are focused. In addition, you may spend 5 ki points as an action to manifest your power as a physical pressure for a number of rounds equal to your vanquisher level. Any creatures within 30' of you must make a Wisdom saving throw or be overwhelmed by your presence and fall to the ground paralyzed. Anyone paralyzed in this manner may use an action to attempt another Wisdom saving throw to regain the ability to move. Those who succeed in their saving throw (either the initial one or any subsequent ones) are still frightened until this ability ends. If you move more than 30' away from a creature paralyzed by this ability, they automatically succeed on their saving throw if they attempt it on their next turn.
Eclipse
At 20th level, you may spend all your remaining ki points to focus all your fuliginous energy into a cutting wave as an action. Creatures caught within a 60' semicircle in front of you must make a Constitution saving throw or suffer 1d6 points of necrotic damage per ki point expended and have their hit point maximum reduced by an amount equal to the damage taken. Creatures who succeed on their save take half damage and do not suffer any hit point reduction. Any creatures who failed their save and die from the attack rise as wraiths under your control on what would have been their next turn. These wraiths only last until the next time you take a short or long rest.
Path of the Slayer
The techniques of those who follow the Path of the Slayer involve slaying foes with a single strike. They can intuitively sense the weak points of every foe they face, making their attacks incredibly deadly.
Keen Edge
At 5th level, you can spend 1 ki point as a bonus action to enhance the sharpness of your melee weapon. For a number of rounds equal to your vanquisher level, you score a critical hit on a 19 or 20.
Deadly Strike
Beginning at 9th level, whenever you hit an opponent with a melee weapon attack, you can spend 2 ki points to deal damage as if you had used a sudden strike.
Devastating Critical
Starting at 13th level, whenever you land a critical hit with a melee weapon, you can spend 3 ki points to deal three additional dice of damage (in addition to the extra dice from the critical hit).
Assassin Soul
At 17th level, you can use a bonus action to spend 2 ki points to cause every melee weapon attack you make until the beginning of your next turn to deal maximum damage.
Kill
At 20th level, you can spend all your remaining ki points to attempt to assassinate one foe as an action. If the melee weapon attack hits and deals damage, the target must make a Constitution saving throw or be bisected. The target has a -1 penalty to their roll for every 2 ki points expended. Creatures which make their saving throw still take damage as if you scored a Devastating Critical.
Path of the Sun
Those who follow the Path of the Sun possess a deep, inner radiance. They constantly give off a faint glow, much like bioluminescence, infused with pure nivose energy. They utilize this energy in their techniques, unleashing powerful blasts of light which scorch the darkness.
Glinting Edge
At 5th level, you can spend 1 ki point as a bonus action to cause your melee weapon to flash with blinding light for a number of rounds equal to your vanquisher level. Your weapon sheds light as per the
light spell. Whenever you hit a foe with the weapon, they must make a Constitution saving throw or be Blinded until the end of its next turn.
Incandescent Strike
At 9th level, whenever you hit a foe, you can spend 2 ki points to imbue your melee weapon with nivose energy, causing it to deal an additional 3d6 points of radiant damage. In addition, the creature must make a Constitution saving throw or be stunned until the end of its next turn. Creatures that succeed on the save are Blinded until the end of their next turn instead.
Inner Light
Beginning at 13th level, you can spend 3 ki points as an action to begin glowing with pure nivose energy for a number of rounds equal to your vanquisher level. Whenever a creature within 5' of you hits you with a melee attack, the light flares up and deals 3d6 points of radiant damage to them.
Luminous Soul
At 17th level, you become immune to radiant damage whenever you focus. In addition, you can spend 5 ki points as a bonus action to transform your melee weapon into pure light for a number of rounds equal to your vanquisher level. It sheds light as per the
daylight spell. In addition, attacks with the weapon ignore the AC bonus from a target's armor or shield and any cover the target may have. Finally, all damage dealt by the weapon is radiant damage instead of its normal damage type.
Quasar
At 20th level, you may spend all your remaining ki as an action to unleash all your nivose energy into one massive blast as an action. The burst deals 1d6 radiant damage per ki point expended to all creatures within a 80' radius, blinding them for 4 rounds. Any creature weak to sunlight takes double damage and is permanently blinded. A successful Dexterity saving throw reduces the damage to half and negates the blindness.
Path of the Tatsu
Drawing inspiration from the fearsome
tatsu, followers of the Path of the Tatsu command the power of electricity. Their techniques harness the elemental power of lightning, shocking their foes and speeding their own movements.
Boltblade
At 5th level, as a bonus action you can spend 1 ki point to cause your melee weapon to crackle with electricity for a number of rounds equal to your vanquisher level. When you hit an enemy with an attack, it takes an additional 1d6 points of lightning damage.
Bolt from the Blue
At 9th level, when you hit an opponent with an melee weapon attack, you can spend 2 ki points to fire a
lightning bolt (as per the spell). This bolt hits the target you hit with your weapon and continues in a straight line that passes from you to your opponent.
Lightning Rod
Beginning at 13th level, you can spend 3 ki points as an action to transform yourself into a bolt of lightning. Until the end of your turn, you do not provoke attacks of opportunity and may move through spaces occupied by enemies, dealing 3d8 points of lightning damage to any foes you pass through. At your destination, you explode like a lightning strike, dealing 3d8 points of lightning damage and 3d8 points of thunder damage to all creatures in a 10' radius around you. Creatures may make a Dexterity saving throw to take half damage from either being passed through or caught in the blast.
Galvanic Soul
At 17th level, you become immune to lightning damage whenever you focus. In addition, when you hit an opponent with a melee weapon attack, you can spend 5 ki points to fire a
chain lightning (as per the spell). This chain lightning treats the opponent you hit as the first target.
Unstable Current
At 20th level, you may consume the remainder of your ki points to cause your melee weapon to build up charge in your foes. Each foe struck by your weapon gains a charge. Once you have inflicted a number of charges equal to the number of ki points expended, or earlier if you choose, each foe that has been charged erupts with lightning. The foe takes 1d6 points of lightning damage for each charge on them (to a maximum of 20d6). The electricity then arcs to up an additional target within 30' for each charge. Creatures can have multiple bolts arc to them, but only one arc per source, dealing 1d6 points of damage per strike. Creatures may make a Dexterity saving throw to take half damage.
Path of the Tizheruk
The chilling tizheruk stalks arctic waters, using its cold to sap the strength from prey, slow their movements, and slowly encase them in ice. Those who follow the Path of the Tizheruk find glaciers to be a second home and their techniques bring the full brunt of the harshest blizzard upon their foes.
Ice Slick
At 5th level, you gain the ability to spend 1 ki point as an action to unleash a blast of freezing air from your melee weapon. You create a patch of ice in a 15' radius around yourself. Creatures caught in the blast must make a Constitution saving throw or suffer 2d6 points of cold damage. Those who succeed their save take half damage. In addition, any creatures that enter the ice patch for the first time in a turn or start their turn standing on the ice patch must make a Dexterity saving throw or immediately fall prone and can no longer move this turn. You and creatures that do not need solid ground to walk on are immune to this effect. The ice patch lasts for 1 minute, then melts into a shallow puddle of water.
Frozen Spears
Beginning at 9th level, you gain the ability to spend 2 ki points as an action to fire spears of ice from your melee weapon. You make three ranged attacks with the spears with a range of 30/120. You may divide your attacks between up to three targets as you choose. Any creature struck by the spears take 2d6 points of piercing damage and 2d6 points of cold damage.
Glacial Prison
Starting at 13th level, you gain the ability to spend 3 ki points as an action to encase a foe in a pillar of ice. The pillar erupts from the ground within 60' of you, rapidly forming around its target. The target must make a Dexterity saving throw or become trapped in the ice, unable to move and suffering 6d6 points of cold damage. The creature is Paralyzed, considered to be in total cover, and begins to suffocate if it needs to breathe. On its turn, the creature may make a Strength saving throw to break free of the ice. If they fail, they take 1d6 points of cold damage. Creatures who succeed on the original save are knocked prone and take half damage. The pillar of ice lasts for an hour, after which it will lose its structural integrity and collapse into a pile of ice shards.
Gelid Soul
At 17th level, you become immune to cold damage whenever you focus. In addition, you may spend 5 ki points as a bonus action to dramatically lower the temperature of your melee weapon for a number of rounds equal to your vanquisher level. Any creatures struck by the weapon take an additional 3d6 points of cold damage and must make a Constitution saving throw or be stunned for one round. Creatures who make their saving throw are still
slowed as the spell for one round.
Absolute Zero
At 20th level, you may spend all your remaining ki as an action to focus all your icy chill into one massive blast of cold. The sweeping chill is released from your body, dealing 1d6 cold damage per 2 ki points expended in an 80' radius. Creatures caught in the blast may make a Constitution saving throw to take half damage. Creatures which fail the save are encased in ice, becoming Paralyzed, considered to be in total cover, and begins to suffocate if it needs to breathe. Creatures which make the save are Restrained, but can otherwise act normally. At the start of their turn, a creature trapped in the ice may make a Strength saving throw (at disadvantage if they are encased) to break free from the ice. If they succeed, they are free from the ice. If they fail (or opt not to attempt the saving throw), they suffer 1d6 cold damage (doubled if they are encased). Regardless of success or failure, their turn immediately ends
Path of the Vampire
For those who follow the Path of the Vampire, the strength of an opponent is best dealt with by turning it against them. Their techniques involve stealing the life from foes and using it to fuel the vanquisher.
Vampiric Strike
At 5th level, you can spend 1 ki point as a bonus action to cause your melee weapon to suck the life energy from your foes. For a number of rounds equal to your vanquisher level, whenever you lands a blow against an opponent, you are healed for an amount of hit points equal to 1/2 the damage dealt to the target, to a maximum equal to your number of Hit Dice.
Wraith Strike
At 9th level, when you score a critical hit against an opponent with a melee weapon attack, you may spend 2 ki points to deal 1d6 points of Constitution damage to the target. You gain a number of temporary hit points equal to your level times the amount of Constitution drained for 1 round per vanquisher level.
Shadow Strike
Beginning at 13th level, you may spend 3 ki points as a bonus action to cause your melee weapon to deal 1d4 Strength damage to foes on a successful attack. Each time you drain a point of Strength, you gain a +1 bonus to your Strength score (up to a maximum of 30) for 1 round. This effect is cumulative; each time you land another successful attack, the bonus and duration increases by 1. You weapon continues to drain strength for a number of rounds equal to your vanquisher level or until you end your turn with no stolen Strength, whichever comes first.
Parasitic Soul
At 17th level, you may spend 5 ki points as an action to release a circle of draining energy in a 30' radius. All creatures caught within the radius must make a Constitution save or take 8d8 points of necrotic damage, or half if they succeed. Creatures which fail their save have their total hit points reduced by half the damage they took. You gain temporary hit points equal to the amount of damage dealt to targets who failed their save and have advantage on attack rolls and saving throws for a number of rounds equal to the number of opponents who failed their save.
Devour
At 20th level, you may spend all your ki points to attempt to completely consume an opponent's life force as an Attack action. Make an attack with your melee weapon; if it hits and deals damage, the target must make a Constitution save or be instantly slain. The target has a -1 penalty to their roll for every 2 ki points expended. If the target is slain, you are instantly healed to full hit points and gain immunity non-magical weapons, resistance to all damage types, and advantage on all attack rolls for 1 minute.
Path of the Wyvern
While poison is widely considered the tool of assassins or the cowardly, those vanquishers who follow the Path of the Wyvern believe that it is merely the great equalizer. Often smaller or physically weaker than those who follow other paths, those who follow this path utilize techniques that inject deadly venom into their foes.
Sting
At 5th level, whenever you hit an enemy with a melee weapon attack, you may spend 1 ki point to poison your target. The target must make a Constitution saving throw or be poisoned. At the start of each of its turns, the creature must make another saving throw or take 1d4 points of poison damage. If it succeeds, it is no longer poisoned and needs to make no further saving throws.
Miasma
At 9th level, you may spend 2 ki points as an action to release a noxious gas from your melee weapon. This gas is treated like
stinking cloud, except you are unaffected by it, it is centered on you as you move, and it lasts a number of rounds equal to half your vanquisher level.
Maddening Bite
Beginning at 13th level, whenever you hit an opponent with a melee weapon attack, you may spend 3 ki points to inject a mind altering toxin into your target. The creature must make a Constitution saving throw or act as if under the effects of the
confusion spell. At the start of each of its turns, the creature makes another saving throw. If they succeed, the effect ends and the creature may act normally.
Venomous Soul
Starting at 17th level, you become immune to poison damage when you focus. In addition, whenever you hit an opponent with a melee weapon attack, you may spend 5 ki points to inject a mind-destroying poison. The target must make a Constitution saving throw or be thrown into a mindless rage. Until the effect ends, the creature will mindlessly attack the nearest target with unrestrained fury, without any regard for its own safety. The creature will never directly attack you while under this effect. If the creature has no valid targets, it will slam itself violently against obstacles, tear and bite at itself, and froth wildly, dealing damage to itself equal to its natural attacks for the round. At the start of each of its turns, the creature makes another saving throw. If they succeed, the effect ends and the creature may act normally.
Final Blight
At 20th level, on a successful melee weapon attack, you may spend the rest of your ki points to inflict a debilitating poison on a foe. The target must make a Constitution saving throw or immediately suffer 1 point of ability point damage per ki point expended. If the creature's Strength, Dexterity, or Constitution falls to 0, it dies. If its Intelligence, Wisdom, or Charisma falls to 0, it falls unconscious and cannot be awoken until all these scores are above 0. If the creature does not have any ability score drop to 0, it may make a Constitution saving throw every 30 days. Once it succeeds, it regains its ability scores at a rate of 1 point per long rest.
Starting Equipment
You start with the following items, plus anything provided by your background.
(a) Chain Mail or (b) leather, Shortbow, and 20 Arrows
(a) two Martial Weapons
(a) a Light Crossbow and 20 bolts or (b) two handaxes
(a) a Dungeoneer's Pack or (b) an Explorer's Pack
Level | Proficiency Bonus | Focus | Focused Attack | Sudden Strike | Ki Points | Features |
---|
1 | +2 | 2 | +1 | - | - | Cunning Initiative, Focus |
2 | +2 | 2 | +1 | 1d6 | - | Sudden Strike |
3 | +2 | 3 | +1 | 1d6 | 3 | Ki, Far Strike |
4 | +2 | 3 | +1 | 2d6 | 4 | Ability Score Improvement |
5 | +3 | 3 | +1 | 2d6 | 5 | Blade Path, Extra Attack |
6 | +3 | 4 | +1 | 3d6 | 6 | Distant Far Strike |
7 | +3 | 4 | +1 | 3d6 | 7 | - |
8 | +3 | 4 | +1 | 4d6 | 8 | Ability Score Improvement |
9 | +4 | 4 | +2 | 4d6 | 9 | Path feature |
10 | +4 | 4 | +2 | 5d6 | 10 | - |
11 | +4 | 4 | +2 | 5d6 | 11 | Sudden Far Strike |
12 | +4 | 5 | +2 | 6d6 | 12 | Ability Score Improvement |
13 | +5 | 5 | +2 | 6d6 | 13 | Path feature |
14 | +5 | 5 | +2 | 7d6 | 14 | Persistent Focus |
15 | +5 | 5 | +2 | 7d6 | 15 | Mastered Far Strike |
16 | +5 | 5 | +3 | 8d6 | 16 | Ability Score Improvement |
17 | +6 | 6 | +3 | 8d6 | 17 | Path feature |
18 | +6 | 6 | +3 | 9d6 | 18 | Unsurpassed Charisma |
19 | +6 | 6 | +3 | 9d6 | 19 | Ability Score Improvement |
20 | +6 | Unlimited | +3 | 10d6 | 20 | Path feature |