Vulkan is not the right choice if you're just getting started unless you're already motivated and intensely curious (ie: already have some decent exposure to OpenGL, multi-threading, and are curious to know more).
Sure, it can be done, but it's most likely to lead to tons of frustration and abandonment.
I was pretty good using classic OpenGL (before shaders), and writing a 100% shader based simple example was quite some work, mostly spent understanding how 4x4 matrices and graphics are related.
I expect for most typical programmers for that to be the hardest part, understanding how pixels emerge from a long pipeline of operations on 3 or 4-vectors and 4x4-matrices
You can build a better OpenGL on top of Vulkan, but until someone writes one OpenGL for average developers makes more sense.