Base Class: Wizard
After many hundreds of years of magical experimentation and research, a new form of magic was discovered, waeaving Kalla energy from the darkness of the world. This magic was seen as unpredictable and untrustworthy and thus, was kept secret by the Zauber Senate with very few having knowledge of it. Though some keen and curious minds find their way upon slivers of Void magic and through spell manipulation and research are able to find tomes and journals hidden away around the world of Kildenia, stepping stones on the path uncovering new secrets of the world of magic
Arcane Savant
Beginning at 2nd level, the gold and time you must spend to copy spells of a school of your choice, as well as Void spells, into your spellbook is halved
Influence of the void
Starting at 2nd level, you can influence the body of another creature using your knowledge of the Void. To do so, you use a bonus action to cast Vex on a creature within 60 feet that you can see. You can use this feature equal to a number of times equal to your intelligence modifier (minimum of once). You can choose to extend the Vex to multiple creatures expending one charge per addition creature.
- Sunder: Crumple the creatures vigor, -1 to AC
- Ruin: Induce a sense of lethargy upon the creature, -1 to ability checks
- Hinder: Disorientate the creatures mind, -1 to attack rolls
The Vex lasts for 1d4 rounds, and you regain all charges after completing a long rest. Vex values decrease to -2 at 6th Level.
Void Step
Starting at level 6, you learn the ability to manipulate the Void and create tears in reality to suit your needs.
As an action, choose two unoccupied points within 120ft of you that you can see, and within 60ft of each other. You create a visible tear in reality that links the two points together, allowing instant travel between them. Tear is 5ft in diameter. As a bonus action you can change the orientation of one of the circles, but not its location. The tears last one hour in duration or until you dismiss them as a bonus action.
Once you use this feature, you cannot do so again until you finish a long rest.
Greater Influence
Starting at 10th level, your expertise with Void magic allows you to regain Vex’s during a short rest. To do this you expend some of your own life force, you can gain one Vex charge at the expense of one Hit Dice. You also gain a new Vex;
- Corrupt: Degrades a creatures natural resolve, -2 to saving throws
The Void
Starting at 14th level, you gain the ability to manipulate spell effects using the Void, you have advantage on saving throws against spells. Furthermore, you have resistance against the damage from spells.
Previous Versions
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