Last of the Handmaidens

Last of the Handmaidens

Handmaidens Staff

Starting when you choose this path at 1st level, one of your most prized possessions is a Staff that your father used during his training and he has passed it down to you. You gain the following benefits while weilding the staff:

  • You are proficient with this weapon
  • When you take the Attack action with this weapon, you can use a bonus action to make an unarmed strike.

Whenever you hit a creature with the staff you can impose one of the following effects on that target:

  • It must succeed on a Dexterity saving thow or be knocked prone.
  • it must make a Strength saving throw. If it fals you can push it up to 15 feet away from you.
  • It cant take reactions until the end of your next turn

Spirit of the Father

Also at 1st level, your staff has the distinct spiritual energy of your father. If your staff is ever lost or destroyed, you can spend 1 hour to return it to you. Additionally, as you grow the staff grows with you. When you reach 4th level the staff is considered a modified weapon and gets a +1 to attack and damage rolls. This increases to a +2 at 9th level and +3 at 14th level.

Purity of the Handmaiden

At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to five times your Proficiency Bonus. You can do this a number of times equal to your proficiency bonus. You regain all expended uses when you finish a Long Rest. 

Handmaiden's Resilience

Beginning at 11th level, you can enter a Special meditation that surrounds you with an aura of peace. At the end of a Long Rest, the next time you would go down to 0 hit points you instead go to 1.  While at 1 Hit Point, when you take damage, roll a Wisdom saving throw, DC equals the damage taken. On a success, the damage is reduced to 0.

Handmaiden's Power

At 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with your Handmaidiens Staff, you start these imperceptible vibrations, which last for a number of days equal to your Echani Duelist level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 thunder damage.
You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action. Creatures that have a CR or Level above yours are unaffected by this.