Warlock
Base Class: Warlock

A zealous seer dedicated to the unification of all life, you truly believe the newly emergent Void to be the path to the world's salvation. In the desert wastes, you have followed the voices that whispered in you mind, all the way to lands you once knew. Amidst the ruins of that land, you gazed into the dark heart of the Void itself, and was gifted new power and purpose. You now sees yourself as a shepherd, empowered to bring others into the fold… or to release the voidling creatures that dwell beneath.

Expanded Spell List

The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Fiend Expanded Spells
Spell Level Spells

1st

chaos bolt, command

2nd

blindness/deafness, dust devil

3rd

animate dead, blink

4th

compulsion, phantasmal killer

5th

modify memory, cloudkill

Gifts of the Void

Through your connection with the void you have been granted gifts that set you apart from ordinary mortals.

Essence for the Void: Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).

Void's Protection: At 1st level, you also gain a resistance to psychic damage. At 14th level you also gain resistance to cold damage as well.

Eyes of the Void: At 6th level, you gain the ability to spend an action to see through the eyes of only one of your voidlings, no matter the distance, and hear what it hears as if you were in that location, until the start of your next turn. During this time you are deaf and blind with regard to your own senses.

Visions from the Void: At 8h level, you can longer be surprised while you are not incapacitated.

 

Call of the Void

Starting at 1st level, you can spend one action to create a 15 foot line of void energy within 60 feet of you. This energy starts at two points at opposite ends of the line and slashes across in an instant. Anyone caught within this area must succeed a Dexterity saving throw, taking 1d8 necrotic damage + 1d6 psychic damage on a failed save, or half as much damage on a successful one. A creature that fails its save by 5 or more can't cast spells until the end of it's next turn. This ability can be used once per long rest.

You gain an extra use of this ability every 7 levels after 1st, and damage increases by +1d8 necrotic and +1d6 psychic damage at 14th level, coming to a maximum 3 uses for 2d8 necrotic + 2d6 psychic damage per long rest at 14th level. 

Voidling

Starting at 6th level, you gain the service of a creature of the void, a voidling. You can only have one voidling summoned at a time, but may have an additional voidling summoned every fourth level after 6th, coming to a total of 4 voidlings summoned at one time at 18th level.

To use this ability you must spend 10 minutes to summon the creature as a ritual spell, and can summon up to your maximum number of voidlings when the ritual is complete. The voidling appears in a form that is not natural in any way, representing some sort of abomination. A voidling when summoned has 4 legs and a land speed and climbing speed of 25ft, and two limbs in front of its mouth that allow it to hold exactly one object but cannot use it . The voidlings may move during battle but only at the end of the warlock's turn on the same initiative count, the Warlock may have only a single voidling make an attack each round, and may add his spell attack bonus to the voidling's attack roll. At 20th level, each voidling may make an attack.

As an action, you can temporarily dismiss any number of your voidlings. It disappears into the void where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause any number of your temporarily dismissed voidlings to reappear in any unoccupied space within 30 feet of you.

Finally, when you Cast a Spell with a range of touch, your voidling can deliver the spell as if it had cast the spell. Your voidling must be within 100 feet of you, and it must use its Reaction to deliver the spell when you cast it. If the spell requires an Attack roll, you use your Attack modifier for the roll.

For each voidling you summon you can choose to grant it one of three mutations;


Mutations List;

Wings: The voidling gains a flying speed of 25ft, but it cannot walk.

Extra legs: Your voidling gains an additional 5ft of movement for each extra pair of legs, up to a max of eight extra legs for an addition of 20 ft to its land speed.

Extra limbs: Each extra limb granted to your voidling grants it a +1 bonus to athletic checks when it comes to grappling, to a max of +4. Each extra pair of limbs grants it the capability of holding one additional item.


 

 A voidling's abilities and base stats are listed as such;

Armor Class: 13 (natural armor)

Hit Points: 2d6+ Warlock Cha. Mod.

Speed: 25 ft, climb 25 ft.


 Str: 8 (-1)   Dex: 14 (+2)   Con: 12 (+1)  Int: 6 (-2)   Wis: 12 (+1)   Cha: 1 (-5)


 Senses: Blindsight 10ft, Darkvision 60ft, Passive perception 11

Languages: Understands deep speech, and any languages you understand, but it cannot speak.

Condition Immunities: Charmed, Frightened.

Damage Resistances: Cold, Necrotic


Psychic Mirror: If the voidling takes psychic damage, each creature of the voidling's choice within 5 feet of it takes that damage instead. The voidling takes none of the damage as it is ruled by a hive mind too powerful to fall victim to physic damage.

Spider Climb: The voidling can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Bite: Melee Weapon Attack: 1+ Warlock's spell attack bonus to hit, reach 5 ft., one target. Hit: 5 (1d6+ warlock cha. Mod.) piercing damage. If the target is a frightened creature, it takes an additional 3 (1d6) psychic damage. This attack also triggers any Hex the Warlock has placed on the target.

The voidling gains an additional +1 to attacks at levels 12 and 18, along with an additional 1d6 to its bite damage and the additional psychic damage at 14th level. Coming to a maximum of +3 to attack at level 18, 2d6 bite damage and 2d6 psychic damage at 14th level.

Malefic Visions

At 6th level, as an action you can target one creature you can see within 60 feet of you, or 15 feet of one your voidlings, to attempt to infect its mind with cruel visions of its demise. The target must make an Intelligence saving throw or be affected by the visions for 1 minute. While affected, a target loses any special vision it may have and takes 2d8 worth of psychic damage at the start of each of its turns. The affected target can repeat the saving throw at the end of each of its turns, ending the effects on itself on a success. A target may only have one Malefic Visions affecting them at any given time. This ability may be used twice before requiring a long rest.

The damage for this ability increases by 1d8 at 12th level, and if a target affected by Malefic Visions drops to 0 hit points before this ability ends, you can use a bonus action on a subsequent turn of yours to cause Malefic Visions to leap to a new target within 20 feet of the deceased victim, if the target was also under the effects of Hex you can move both Hex and Malefic Visions as part of the same bonus action. This ability can also now be used 3 times before requiring a long rest.

Unnatural Energy

At 10th level, you have become infused with so much void energy that you gain the natural ability to levitate at will as long as you are conscious. While using this ability you can control which direction you float, and are immune to the effects of difficult terrain, and immune to any spells or effects that require you to be touching the ground. You can float at a speed equal to your land speed. However, you are limited to a floating height of up to 5 feet off the ground, and if you are hit by an attack you are pushed 5 feet away from your attacker, and in the effects of strong winds you levitate at a quarter speed.

You also gain the ability to have your Eldritch Blast deals Psychic damage instead of Necrotic damage.

Enhanced Mutations

Starting at 10th level, when using the Warlock's Voidling ability, you may now summon a voidling big enough to ride if you so choose, the bigger voidling is considered a Large monstrosity, but counts as two of your voidling summons instead of just one. The large voidling gains a Charge ability that works as a Warhorse's Trampling Charge ability. Your large voidling also has a number of hit points equal to 36 (5d10 + 4).

You can also choose to grant your voidlings an additional mutation rather than just one when they are summoned, but you cannot stack the same mutation. You also gain more options to your list of Mutations for your summoned Voidlings.


 

Expanded Mutations List;

Extended Limbs: Grants the voidling a reach of 10 feet.

Exoskeleton: Grants the voidling a +2 to Armor Class. The Voidling may also be sacrificed to grant yourself or an ally the +2 Armor Class bonus for up to 1 hour, this armor counts toward your maximum summoned voidlings until the armor duration has expended.

Void Blasts: Grants the voidling tentacle like limbs that extend from its back, these limbs grant the voidling a ranged attack of 30ft that deals 2d8+ Warlock Cha. Mod. force damage. These tentacles cannot be use for any other purpose other than to make this ranged attack. This attack triggers any Hex the Warlock has placed on the target.

Pack Mule: The voidling's Strength becomes 18, and it's carrying capacity is doubled.

Large Wings: Grants the voidling a set of large wings that give it a flying speed 60 feet (cannot be stacked with the Wings mutation from 6th level).

 

Nether Grasp

At 14th level, you can spend an action to fire a stream of void energy from your eyes at a target you can see within 60 feet of you. The target must succeed a Wisdom saving throw, failure means the target takes 10d6 psychic damage and is stunned for one round. If the target succeeds its save it takes half as much damage and is not stunned. Creatures that are immune to psychic damage are still affected by this ability but take half damage and are not stunned.

When this ability is used, you create an 20 foot area of lethal swirling void energy on the ground beneath your target. This area is treated as difficult terrain and any hostile creature that enters this area or starts its turn in the area takes an amount of Necrotic damage equal to your Warlock level, the hostile creature may make a Constitution save to half the damage. This area lasts for a number of rounds equal to your Charisma modifier, and you must finish a long rest before you are able to use this ability again.

Servant Of The Void Image

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