Base Class: Warlock
The Void itself is very unknown. It can be seen as a dark purple/blue mist and has taken over a whole plane of existence in the outer realms. Void magic is corrupt, but it can be manipulated to do certain magical abilities. However the void itself will always make those who take advantage of its power pay in many different ways. Luckily for you however, the void has chosen to give its gifts to you willingly - but this is not for free. The Void aims to grow and corrupt as much as possible, however it cannot leave its own realm, however you can. The Void will give you some of its maddening powers so that you can expand its influence through killing or maddening as many creatures as possible, beware however, as if you try to go against its will you will find yourself going insane.
When creating your character consider - why did the void chose you?
Expanded Spell List
The Void 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.
Void Expanded Spells
| Spell Level | Spells |
|---|---|
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1st |
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2nd |
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3rd |
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4th |
Banishment, Mordenkainen's Private Sanctum - licensed |
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5th |
The Void'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).
Power of The Void
As a bonus action you may embed the power of the Void with your attack adding [roll]1d6[/roll] psychic damage to your attack and force your target to take a wisdom save, on a successful save they take a random short term madness effect on a failed save they take a random long term madness effect
You can preform this ability only once in substantial light, and regain in a short or long rest. In darker places you can preform this at will, however those around will also have to take a wisdom save, with an advantage for each 5 ft they are away from the target, up to 20ft, on a failed save they will take a short term madness effect - unless they are already mad or a void elf in which they already succeed on the save.
Due to the energy which this takes, you lose 3d8 psychic damage and all (sane) companions lose 1d8 psychic damage from seeing the horrors which you have unleashed.
Short term madness table:
| d100 | Effect (lasts 1d10 minutes) |
|---|---|
| 01–20 | The character retreats into his or her mind and becomes Paralyzed. The Effect ends if the character takes any damage. |
| 21–30 | The character becomes Incapacitated and spends the Duration screaming, laughing, or weeping. |
| 31–40 | The character becomes Frightened and must use his or her Action and Movement each round to flee from the source of the fear. |
| 41–50 | The character begins babbling and is incapable of normal Speech or Spellcasting. |
| 51–60 | The character must use his or her Action each round to Attack the nearest creature. |
| 61–70 | The character experiences vivid hallucinations and has disadvantage on Ability Checks. |
| 71–75 | The character does whatever anyone tells him or her to do that isn’t obviously self- destructive. |
| 76–80 | The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal. |
| 81–90 | The character is Stunned. |
| 91–100 | The character falls Unconscious. |
Long term madness:
| d100 | Effect (lasts 1d10 × 10 hours) |
|---|---|
| 01–10 | The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins. |
| 11–20 | The character experiences vivid hallucinations and has disadvantage on Ability Checks. |
| 21–30 | The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks. |
| 31–40 | The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy Effect of the Antipathy/Sympathy spell. |
| 41–45 | The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its Effects. |
| 46–55 | The character becomes attached to a “lucky charm,” such as a person or an object, and has disadvantage on Attack rolls, Ability Checks, and Saving Throws while more than 30 feet from it. |
| 56–65 | The character is Blinded (25%) or Deafened (75%). |
| 66–75 | The character experiences uncontrollable tremors or tics, which impose disadvantage on Attack rolls, Ability Checks, and Saving Throws that involve Strength or Dexterity. |
| 76–85 | The character suffers from partial amnesia. The character knows who he or she is and retains racial Traits and Class Features, but doesn’t recognize other people or remember anything that happened before the madness took Effect. |
| 86–90 | Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the Confusion spell. The Confusion Effect lasts for 1 minute. |
| 91–95 | The character loses the ability to speak. |
| 96–100 | The character falls Unconscious. No amount of jostling or damage can wake the character. |
The Void's Own Luck
Starting at 6th level, you can call on the Void to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.
Once you use this feature, you can’t use it again until you finish a short or long rest.
The Void's Resilience
Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.
Plummet through the Void
Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. The target takes 10d10 + 20 psychic damage as it cripples from its maddening experience.
If the target is killed you regain 2d8 hit points as a reward from the Void.
Once you use this feature, you can’t use it again until you finish a long rest.
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