
Whether on your own or through a secretive organization or cult, you have gained awareness of the mystical space between spaces called the void. It is a grueling mental and physical experience, but you have learned how to phase into the void. When you do so, it appears that you disappear to all others from the prime material plane, the astral plane, and the ethereal plane, but you can see all of them and pass through them. However, entering the void requires utmost tranquility and focus and while it can be an incredible tool for those who can access it, it can also be very dangerous even fatal place for an unstable mind. Not all have the fortitude to withstand the void, and even some who do loose the ability.
- Skill Proficiencies: Perception, and choose from Arcana, Investigation, Religion, or Survival
- Equipment: A set of common clothes, a mask, and a pouch containing 15 gp.
If a creature fails a Void Save, they are shunted into the nearest unoccupied space and undergo one of the following effects:
d20 | Failed Void Save Effects |
---|---|
1 | Unconscious |
2 | Petrified for 1 minute (frozen in place as though Petrified) |
3 | Paralyzed for 1 minute |
4 | Stunned for 1 minute |
5 | Blinded for 1 minute |
6 | Deafened for 1 minute |
7 | 3d6 force damage |
8 | 2d10 psychic damage |
9 | 2d6 force damage |
10 | 1d10 psychic damage |
11 | Petrified for 1 round (frozen in place as though Petrified) |
12 | Paralyzed for 1 round |
13 | Stunned for 1 round |
14 | Blinded for 1 round |
15 | Deafened for 1 round |
16 | Surprised for 1 round |
17 | Knocked prone |
18 | Diseased for 1 round (vomiting) |
19 | Shunted 5 feet backwards |
20 | Safely shunted back in place |
As a void initiate, you have access to the vacuum-like space that exists between the planes. As an action, you can attempt passage into the void. When you do so, make a Saving Throw using your Wisdom Modifier + your Constitution Modifier + proficiency (known as a Void Save), DC 20. On a failure, you are shunted from the void as you attempt entry and must role a d20 on the Failed Void Save chart and suffer the effects. On a success, you enter the void and your Void Save DC is lowered by 1, minimum of one. You may leave the void at anytime as a free action known as shunting, and any time a creature is shunted from the void they will be shunted into the nearest unoccupied space. If that space is more than 10 feet away, the shunted creature will take 1d6 of force damage for every 10 feet of occupied space they are shunted through. A creature who has successfully entered the void may stay there safely for an amount of rounds equal to their Wisdom modifier plus their Constitution modifier. After that many rounds, the creature must make a Void Save at the beginning of each of their turns until they either fail or willingly leave the void.
If you fail 3 Void Saves in a row, the Void Save DC increases by 1, maximum of 30. No matter the Void Save DC, a natural 20 is an automatic success and a natural 1 is an automatic failure.
Creatures in the void experience the following:
- A creature may use their full movement in the void
- Solid objects and occupied space count as difficult terrain
- A creature attempting any action other than the Dash action is immediately shunted from the void
- A creature attempting a bonus action other than the Dash action is immediately shunted from the void
- A creature attempting to speak is immediately shunted from the void
- A creature has disadvantage on all Perception, Investigation, and Survival checks that rely on sight, sound, or any of the major senses, as all sensory information appears muddy, muddled, and muffled
- A creature can always see up to at least 30 feet in any direction as though in dim light
- Magical effects are negated in the void as though in an anti-magic field
- Psionic abilities do not work in the void
You may only attempt to enter the void 3 times per long rest.
In addition, you may attempt to bring one other willing creature you are touching with you into the void. They must succeed on a DC 20 Void Save, and on a failure they roll on the Failed Void Save table. On a success, they enter the void but must continue to make Void Saves at the beginning of each consecutive turn until they fail or voluntarily are shunted from the void. If they rolled a natural 20, they may stay safely in the void for an amount of rounds equal to their Wisdom Modifier + their Constitution Modifier, and after that amount of rounds they must make Void Saves at the beginning of each of their turns until they fail or are willingly shunted from the void.
Any creature unwillingly shunted from the void must make a roll on the Failed Void Save table and suffer the consequence.
Suggested Characteristics
Void Initiates find the void by various means: they could have been a student of the arcane who experimented with an anomalous phenomenon, or a member of a secret society who learned of the void as a rite of passage, or it could have been the mystic result of a curious accident. While the way the found the void may vary, access to such an ability often affects creatures in similar ways.
d8 | Personality Trait |
---|---|
1 | I consider those who know of and use the void to be superior to all others. |
2 | I run from trouble before exploiting too many other options. |
3 | I am an opportunist. Every problem can be solved, you just have to find the right angle. |
4 | Almost nothing can shake my bleary apathy towards life. |
5 | I oppose authority and promote anarchy. |
6 | I have a lack of respect for the gods. Playful or vengeful, I simply don't hold them in high regard. |
7 | Urban/Rural living grates on me. I much prefer the other. |
8 | I sometimes forget or am unaware of normal solutions to problems. |
d6 | Ideal |
---|---|
1 | Anarchy. Everyone aught to have the right to rule themselves completely as they please. (Chaotic) |
2 | Charity. I use my resources to help those in need, even at significant cost to myself. (Good) |
3 | Order. Chaos should be systematically reigned in and eliminated from the world. (Lawful) |
4 | Power. By whatever means necessary, take what you can and build what you want out of life. (Neutral) |
5 | Distrust. People can be trusted to do what is in their best interest, and that is all they can ever be trusted to do. (Neutral) |
6 | Redemption. I seek find what is bent and broken in life and restore it. (Good) |
d6 | Bond |
---|---|
1 | For better or for worse, I am a part of a cult. |
2 | I have a mentor who I admire/hate for the training they gave to me. |
3 | I protect my family and friends by living a double life. They mean everything to me. |
4 | Someone died saving my life, and now I save other people. |
5 | I am one of the chosen who protects a secret mystic ritual. |
6 | I am one of the last of my kind, and I seek to find a place where my culture can survive and maybe even flourish. |
d6 | Flaw |
---|---|
1 | I jump to conclusions and look for quick answers. |
2 | I am slippery and weasel out of consequences and responsibilities. |
3 | I am gullible and easily duped. |
4 | I see things in very black and white terms. |
5 | I have strong goals and am not very concerned with collateral damage. |
6 | I am often insensitive to the pain of others. |

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