Vorpal Follower (5e Class)
From D&D Wiki
Vorpal Follower
With a single cleave of thine sword, rend the space of this world in twain. Nary will this power fade from thine bones, so fear not of time. Bear it proud, my brethren, ye who hath borne upon own shoulders this pow'r. Silent as a shadow, do our blades fall, clean of impurity. May the blood of thine enemies roll off like the rain. Walketh along with me, as we venture forth in the name of the vorpal ways.
-Swain Tytherfor, Vorpal Grandmaster
Marked By The Void
The way of the void is one that transcends conventional space. The powers seeping from the void between spaces is what oozes and allows for magnificent things to occur. The vorpal sword, for example, is one such weapon imbued with its powers. People can receive their powers this way as well, which sometimes manifests in psychosomatic symptoms and changes. Those marked are best avoided, as the void is ever hungering. People have been swallowed alive by the dark swirling mass of nil due to foolish vorpal followers who overestimated themselves and their control. Unlike the elements one manipulates with magic, vorpal energies threaten you at every turn, devouring at your strength as you wield its awesome might. Those who surrender to its powers embody its hunger and become murderous ramparts. Others subsume themselves to the allure of the unknown and learn to wield its laws, inflicting it as one might use magic.
Creating a Vorpal Follower
Vorpal followers usually are inducted and join willingly into the cults which worship "that between the spaces." What made your character seek this power which separates atoms and cleaves space in twain? Is it power, which you gain by gleefully following the hungering void's desires? Or do you have other desires which are more noble, making you stand against the hungering voids impulse?
- Quick Build
You can make a vorpal follower quickly by following these suggestions. First, Intelligence or Strength should be your highest ability score, followed by Wisdom. Second, choose the Initiate background, from page 8 of the Plane of Amonkhet.
Class Features
As a Vorpal Follower you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Vorpal Follower level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Vorpal Follower level after 1st
- Proficiencies
Armor: none
Weapons: simple weapons
Tools: Calligrapher's supplies
Saving Throws: Strength and Wisdom
Skills: You are proficient in Arcana and one other skill from the following: Perception, Acrobatics, Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shortsword and one simple melee weapons of your choice or (b) a shortsword and a simple ranged weapon with 20 ammunition
- Symbol of your initiation into the Vorpal Following circle
- a trinket of sentimental worth only
- Explorers pack and Calligrapher's supplies
- If you are using starting wealth, you have 4d10 gp in funds.
Level | Proficiency Bonus |
Features | Domains Known |
---|---|---|---|
1st | +2 | Vorpal Brand, Spatial Pass | 0 |
2nd | +2 | Void Dominions | 2 |
3rd | +2 | Void's Calling | 2 |
4th | +2 | Ability Score Improvement | 2 |
5th | +3 | Vorpal Armor | 3 |
6th | +3 | Defy Force | 3 |
7th | +3 | Void's Calling feature | 4 |
8th | +3 | Ability Score Improvement | 4 |
9th | +4 | Immutable Space | 5 |
10th | +4 | Void's Calling feature | 5 |
11th | +4 | Void Seer | 5 |
12th | +4 | Ability Score Improvement | 6 |
13th | +5 | Spatial Divide | 6 |
14th | +5 | Distortion | 6 |
15th | +5 | Void's Calling feature | 7 |
16th | +5 | Ability Score Improvement | 7 |
17th | +6 | Immutable Space improvement | 7 |
18th | +6 | Void's Calling feature | 8 |
19th | +6 | Ability Score Improvement | 8 |
20th | +6 | Vorpal Ascension | 9 |
Vorpal Brand
As the first sign of your induction into the ways of between the spaces, you gain a brand which allows you to moderately warp space about yourself, giving you access to places others lack in physicality. As an action, you can move through 10 feet of nonmagical wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor). While doing so, you don't disturb the material you move through and anything you wear or carry passes with you. If you end your turn within an object or material you are violently rejected, moved back to the spaced you entered from and take 1d10 force damage.
Spatial Pass
Starting at 1st level, The confines of space do not stop you. You move faster and more frequently through the images which construct time than others. You may Dash as a bonus action.
Void Dominions
In your quest to grow and master the void, you gain knowledge of the many aspects through which its power permeates the world in many facets. At 2nd level, you gain two Vorpal Domains of your choice. Your domain options are detailed at the end of the class description. When you gain certain vorpal follower levels, you gain additional domains of your choice, as shown in the Domains Known column of the vorpal follower table.
Additionally, when you gain a level in this class, you can choose one of the domains you know and replace it with another domain that you could learn at that level.
If a vorpal domain has prerequisites, you must meet them to learn it. You can learn the domain at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
Void's Calling
You come to specialize in the way in which you call upon the powers of the void that you have. Choose either the Vorpal Rend or Vorpal Law subclass. Your choice grants you features when you choose it at 3rd level and again at 7th, 10th, 15th and 18th level.
Ability Score Increase
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.
Vorpal Armor
Around you manifests an invisible shift in space, making it look like odd ripples permeating about yourself. This is the dissonance between spaces, making you harder to hit within any spacial area. Starting at 5th level, you may now add your Wisdom modifier when calculating your Armor Class.
Defy Force
The laws of space cannot confine you. Starting 6th level, you can effectively halt your falls and change direction, bouncing gracefully as through you walk on air. You gain a flying speed of 30 feet. Additionally, if you would take damage from falling, you may expend a reaction to make a buffer of space to suspend yourself and take no damage, landing perfectly onto your feet.
Immutable Space
You are immune to the biases and effects as you become the vorpal energies themselves and manifest their power to defy laws of even regular magic. At 9th level, you gain immunity to any spell or effect that would alter your form.
Starting 17th level, you become immune to any spell or effects that move you against your will. This includes spells that change your location in planes like banishment
Void Seer
Starting at 11th level, The ability to see in between spaces allows you to see the intersections of countless points of space and how to avoid contact with them. When you use the Dodge action on your turn, you dodge all weapon attacks targeting you that you can see until the beginning of your next turn. You must not be blinded, grappled, restrained or incapacitated to use this feature.
Spatial Divide
Starting at 13th level, You can close distances, cleaving space together as well as apart with your knowledge beyond it. You know how to teleport, as per the teleport spell. However, you do so nonmagically, cutting a hole in space to go through. You must finish a long rest to use this feature again.
Distortion
Starting at 14th level, Strikes on you face the distortion which wraps around you. It is like their weapon cannot penetrate past their own space to reach you. You gain resistance against one damage type of nonmagical slashing, piercing, or bludgeoning of your choice.
Vorpal Ascension
Starting at 20th level, Your form cannot be touched any longer by simple means of physics. You have advantage in all Dexterity and Constitution saving throws against spells and effects that you can see. You must not be blinded or incapacitated to use this feature.
Vorpal Rend
Those following the path of rending specialize in weaponry and combat, slashing and rendering matter in twain.
Phasing Blade
Starting 3rd level, your weaponry gains the power to pass as you do and give you an edge when it is just phasing into material, allowing it to cut seamlessly through space. If you used your Vorpal Brand, you have advantage on your next attack roll.
Extraspatial
Starting 7th level, you walk above that of normal space, increasing your defense against normal attacks which can now barely reach you. Your Armor Class can no longer be lower than 14.
Forceful Rupture
Starting 10th level, you may make a powerful strike with a weapon and rupture the space on a creature, causing massive damage by making a rift in their very being. When you attack a creature that has at least one head 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.
Rending Presence
Starting 15th level, your presence can momentarily divide the spatial realities and let you walk, invulnerable and uninhibited. As an action, you step out of alignment with the current space and into the void space between overlapping planes. You can remain there for up to 8 hours or until you dismiss the effect with an action. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks black with white outlines, and you can't see anything more than 60 feet away. While in the void, you can only affect and be affected by other creatures on that plane. Creatures that aren't in the void can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so.
You ignore all objects and effects that aren't in the void, allowing you to move through objects you perceive on the plane you originated from.
When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.
Void Reaper
Starting at 18th level, Your prowess wielding the powers of the void now are immaculate. You are now able to separate spaces to cleave and rend even the strongest enemies into pieces using the impeccable power of the force of the void. You become a true slaying reaper to deliver prey to the hunger of the void. As an action, you charge your power to phase your body and weapons, making your blade able to cut through space and your body capable of ascending beyond spatial constraints. For 1 minute, all your attacks deal an extra damage die of force damage and all piercing, bludgeoning and slashing damage you deal ignores resistance and immunity.
Additionally, this feature grants you 120 feet of truesight and a flying speed of 60 feet.
Vorpal Law
Perhaps the most fearful quality of the void and the "between spaces" is that they are everywhere. They govern our spatial perimeters and guide normal space. As one of those lucky to be able to study under it, you learn of its laws. Its power to cleave is not only reliant on a blade. It is written law itself.
Vorpal Calligraphy
Starting 3rd level, you master the art of vorpal writing. It is a script unlike any other. Regardless of the medium or ink used to write it, you own growing bond to the void powers it to become extraordinary. You know three Words Of The Void, scriptures of absolute power. Similar to a wizard writing and casting a spell, you must write these words out on some medium in advance before using their various effects, using that object as your focus for calling upon the word. You may write these scriptures on weapons but you cannot write them on your body, and an object with one word cannot harbor another. When calling upon the written word, you must hold the appropriate word infused object in your hand and be able to speak. Words often require different mediums to channel their powers, which are detailed in each word's description. Some enhance your battle capabilities while others are miscellaneous. You learn additional words at levels 7, 10, and 15. You cannot learn the same word twice, though you may make multiples of a word's inscription on its medium.
Some of your words require your target to make a saving throw to resist the word's effects. The saving throw DC is calculated as follows: 8 + your Wisdom modifier + your Intelligence modifier
Additional Words
At 7th level, you learn two additional words of your choice.
Additional Words
At 10th level, you learn two additional words of your choice.
Word Conjure
Using mediums is not always needed for you, as the void transcends matter and such requirements. You may cast a word of the void that you learned, without having inscribed it on a medium, requiring only a vocal component. You can use this feature a number of times equal to your Wisdom modifier, regaining use after you finish a long rest.
Additional Words
At 15th level, you learn two additional words of your choice.
Master Word
Starting at 18th level, you may draw upon the void and the power and knowledge of its absolute laws you acquired to recapture some of the power you expended. You can spend an action to regain the use of one word of the void of your choice. You can use this feature a number of times equal to your Wisdom modifier, regaining use after you finish a long rest.
Words Of The Void
These powerful declarations manipulate the very elements and space for which they call upon, manifesting the all-powerful will of the void in a myriad of forms.
Word of Fire
Medium: Paper
This word is incendiary and imbues objects with the power of consuming flame. You may attach the paper on which this word is written to a weapon. You may activate its power with a bonus action. The weapon it is attached to deals additional fire damage equal to 1d6 + your Wisdom modifier.
Word of Ice
Medium: a smooth, flat pebble
You can both defend and freeze enemies with this evocative declaration. As an action, you may choose one of the following effects to utilize:
- summon a coating of ice to be your shield from your hand holding the casting medium. Your Armor Class has a +2 bonus for 1 minute.
- force a creature within 60 feet of you to attempt a Dexterity saving throw. Upon failure, they become overwhelmed by an eruption of frost from their feet that encases them, rendering them paralyzed until the end of their next turn.
You must finish a short or long rest before using this word again.
Word of Radiance
Medium: a small shard of glass
Invoking the power of the law of light, you call upon the ultimate radiance from beyond the possibility of physical law. As an action, you can choose a point within 60 feet of you and make an eruption of light up to 30 feet in diameter from that point. Any creatures within range must succeed a Wisdom saving throw or become blinded until the end of their next turn. Undead, fiends, and aberrations within range automatically fail the saving throw and also take 2d8 radiant damage. You may use this word a number of times equal your Wisdom modifier, regaining use upon finishing a long rest.
Word of Swiftness
Medium: a scrap of flaxen cloth
You take on the swiftness of one unbound by the normal laws of speed. People have trouble reacting to your swiftness. As a bonus action, your movement speed increases by 10 feet for up to 1 minute. For this duration, all opportunity attacks against you roll with disadvantage. You cannot use this word again until its effect has ended.
Word of Protection
Medium: reflective metal
As a reaction, when a creature moves within 5 feet of you, you may grant your Armor Class a +3 bonus until the beginning of your next turn.
Word of Mist
Medium: sheer cloth
As a bonus action, you teleport up to 30 feet to an unoccupied space that you can see. You may use this word a number of times equal your Wisdom modifier, regaining use upon finishing a long rest.
Word of Death
Medium: onyx
You draw power from what is felled by the void. When you kill a Medium or larger sized creature, you may call this word with no action on your part and regain use of your bonus action if you have expended it.
Word of Blast
Medium: brimstone
When you are successfully hit by a melee attack, you may expend your reaction to blow back at the attack with an explosion in their face. The attacker takes fire damage equal to 2d8 + your Wisdom modifier and must succeed a Dexterity saving throw or be shoved back 15 feet from you.
Word of Thunder
Medium: metal
You gain power over sound and imbue it into your weapons. Weapons inscribed with this word deal additional thunder damage equal to 1d6 + your Wisdom modifier.
Word of Black Smoke
Medium: coal
As an action, you can summon a 25-feet cube of darkness at a point of your choosing within 30 feet of you. Creatures with darkvision can still see in this cube, and it smells very ashen in there. If fire is conjured within the cube whether by magic or mundane means, the entire cube ignites in an explosion, dealing 4d8 fire damage to all creatures within range.
Word of Last Hope
Medium: silk
You call upon the void to devour darkness, despair, and pain for those allied to you. As an action, you may designate up to three creatures within 15 feet of you. They each regain hit points equal to 2d4 + your Wisdom modifier. You cannot regain hit points over your maximum. You can use this word a number of times equal to your Wisdom modifier, regaining use after you finish a long rest.
Word of Nightmare
Medium: black wool
You can call upon the eldritch horrors from the void to devour the minds of your enemies. As an action, you can summon invisible tentacles, which rush at and enter the minds of every creature within 15 feet of you. Every creature within range must succeed an Intelligence saving throw or take psychic damage equal to 4d8 + your Wisdom modifier. Creatures with an Intelligence score of 10 or less automatically fail this save. Constructs and undead are unaffected by this word. You must finish a short or long rest to regain use of this feature.
Word of the Vorpal Snake
Medium: reptile skin
Creatures within the void also obey your command. As an action, you can summon forth a giant constrictor snake from the void to any unoccupied space within 30 feet of you. It has the additional trait of invisibility. It acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. When the snake drops to 0 hit points, it disappears, leaving behind no physical form. You can additionally temporarily dismiss the creature back to the void with a bonus action and re-summon it with an action, to any unoccupied space within 30 feet of you. You can use this word a number of times equal to your Wisdom modifier, regaining use after you finish a short or long rest.
Word of Nomination
Medium: yew
Your dominance of words allows you to better understand the world around. As a bonus action, you can look into the soul of a being of your choosing within 15 feet of you. You know what damage types the creature is resistant and vulnerable to. You can then change one of the types to another of your choosing. This effect lasts for 1 minute. You must finish a short or long rest to regain use of this feature.
Word of the Portal
Medium: a writing utensil
As a master of the void space, you can manifest an awesome power to transport yourself or even damages away. As a reaction, when you are successfully attacked by a ranged attack, you may draw a quick portal to the void, which engulfs the projectile. You take no damage or effect from the attack. Additionally, you can use this word to cast the teleportation circle spell. You can use either effects of this word a number of times equal to your Wisdom modifier, regaining use after you finish a long rest.
Word of Rage
Medium: a melee weapon
You may activate this word when you make an attack on your turn, without any additional action. You allow the rage of the rift that is the void to fill you. You have advantage on melee weapon attack rolls during this turn, and you can add your Wisdom modifier to the attack roll and damage roll. But attack rolls against you have advantage until your next turn.
Word of Despair
Medium: lead
The crushing weight of despair from those consumed from the void can be controlled by you. As an action, you subject a creature within 60 feet of you to the crushing weight of despair from the void. The target takes 2d8 psychic damage and must succeed a Strength saving throw or collapse into a gibbering, feeble state, rendered prone and incapacitated until the beginning of their next turn.
Word of Sorrow
Medium: paper
As a reaction, when a creature friendly to you that you can see is attacked successfully, you may inflict Xd4 necrotic damage on the attacking creature, where X equals your Wisdom modifier. You can use this word a number of times equal to your Wisdom modifier, regaining use after you finish a long rest.
Vorpal Domains
The voids domain is vast, as it commands every flipside to all that is normal of spatial boundary.
Inner Brand
The brand of the vorpal self manifests in a hole within your soul, obscuring yourself from those who might try and peer. You are unaffected by spells and effects that discern creature types. You also cannot be seen from the Ethereal Plane.
Inner Armor
Prerequisite: 3rd level vorpal follower
The power of the void empowers your inner self against detrimental effects. You may add your Wisdom modifier to any Charisma or Intelligence saving throw.
Dwelling Shadows
Prerequisite: 5th level vorpal follower
Three wisps of shadowy substance, shades of the void, now hover about you. When you are targeted by an attack, you may force the attack to roll with disadvantage. Regardless of whether or not the attack succeeds, one of the shades vanishes in a poof of darkness. You can only use this feature 3 times, after which you must complete a long rest to regain the protection of the shades.
Void Venom
Prerequisite: 10th level vorpal follower
Those who strike you get a nice coating of the void's venom when their weapons cross the space which you dwell within. When you are successfully attacked by a melee attack, the attacker's next attack roll rolls with disadvantage.
Pulsing Fury
Prerequisite: 6th level vorpal follower
While you have half or less than half of your hit point maximum remaining, your weapon attacks deal an extra damage die.
Sadist's Drain
Prerequisite: Vorpal Follower level 3 Your power can replenish itself from the pain you deal others. When you deal necrotic damage, you may regain hit points equal to half the damage dealt, rounded down. You cannot regain hit points over your hit point maximum with this feature.
Release Emotions
You guard your mind using the void's power. Your mind cannot be read by any means.
Vorpal Enhancement
Prerequisite: 15th level vorpal follower
You may use two bonus actions instead of one on your turn.
Dislocate
Your presence on the Material Plane is spotty due to your power and affiliation with the void. You can no longer be tracked by any means.
Phantasmagoria
Your gain immense power after you fell an enemy. When you reduce a creature to 0 hit points, if you dealt any extra damage beyond what it took to reduce them to 0 hit points, you regain hit points equal to that amount. For example, if a lich has 3 hit points left and you deal 4 damage, you regain 1 hit point. If you regain hit points over your hit point maximum with this feature, you gain temporary hit points for the amount past your maximum.
Void Chain
Prerequisite: 10th level vorpal follower
When you make a weapon attack against a creature, you may, as a bonus action, choose to lose a number of hit points, up to your proficiency bonus, to imbue the attack with the chains of the void. On a hit, the creature takes the damage from the weapon as normal, and also is restrained by the ensnaring void chains. The creature can attack the chains, which have an Armor Class of 19 and hit points equal to the amount which you lost. You may dispel the chains with a bonus action. You may not regain hit points lost with this ability until the chains have either been broken or dispelled. You also cannot regain hit points lost with this ability with magic effects.
Vorpal Sea
Prerequisite: 17th level vorpal follower
The vorpal sea is a place where those following the conventional laws of physics and matter find themselves inverted inexplicably. That power now wraps around you like an aura. Any creature which enters within 30 feet of you feels the crushing weight of this sea. Their movement speed is decreased by 10 feet, cannot make reactions, and they have disadvantage in all Dexterity saving throws while they remain within 30 feet of you.
Deep Reave
When you roll a natural 20 on an attack roll, you may add an additional die of damage to the regular die and roll damage with advantage.
Void Swiftness
Prerequisite: 4th level vorpal follower
When you take the Dash action, creatures cannot make opportunity attacks against you.
Vorpal Hunger
As a bonus action, you can imbue your next attack with the hunger for life of the void. Your next weapon attack now deals necrotic damage.
Multiclassing
Prerequisites. To qualify for multiclassing into the Corrupted Soul class, you must meet these prerequisites: 16 Wisdom, 12 Strength, 12 Intelligence
Proficiencies. When you multiclass into the Corrupted Soul class, you gain the following proficiencies: Calligrapher's tools, simple weapons, light armor
Back to Main Page → 5e Homebrew → Classes