Base Class: Warlock
While not entirely malevolent, The Void King thrives on chaos and for his own amusement often toys with his followers, however he grants powerful and unique abilities to those who worship him.
He rules over the void of space , shadows , and deepest parts of mortal minds. Often at odds with Great Old ones due to his vast knowledge and distaste of driving his followers insane as he considers it vulgar.
Destructive Knowledge
Both your mind and soul burns with chaotic energy and you are granted tools for destruction.
Expanded Spells
| Spell Level | Spells |
|---|---|
|
1st |
burning hands, Void Strike |
|
2nd |
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3rd |
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4th |
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5th |
Void Flame, hallow |
Void King’s Blessing
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).
Cursed Enlightenment
"Your eyes are open to the real world , but are you willing to accept it ?"
You have horrible nightmares every long rest but are capable of convening with the Void King while doing so , either to strike some sort of beneficial deal with him or simply pray to it .
After convening for the time , you are granted "Eyes to see the real world ". (True Sight)
The Void King cannot be persuaded to do anything directly in the Waking Realm, but can provide a certain about of insight to the player if Primordial is spoken .
Facing Darkness
Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the infinite darkness of the Void. The creature disappears and hurtles through a suffocating void .
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target has sentience , it takes 10d10 psychic damage as it reels from its horrific experience.
Once you use this feature, you can’t use it again until you finish a long rest.
Unstable Body
Starting at 14th level, your are granted +2 on armor class but need to roll a Constitution saving throw of DC 16 or higher every start of round , on fail AC drops to 10 for 1 round.
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