Wizard
Base Class: Wizard

A void wizard studies the line between the planes and the empty spaces between. They truly understand the concept of nothing. Manipulating the planes by inserting the nothing that encompasses them, they use a newer, more volatile form of magic, capable of ravaging all that exists. 

Void Essence

2nd-level Void Magic feature

The void seeks to protect its mediums. When you roll initiative you gain 1d8 temporary hit points.

This amount increases to 2d8 at 6th level, 3d8 at 10th level, and 4d8 at 14th level.

Void's Call

2nd-level Void Magic feature

While you can handle the sound of the void, others could not handle the sound of pure nothingness. As an action you may force a creature within 30 feet to make a constitution saving throw against your wizard spell save DC. On a failed save, the creature is deafened for 1 minute and knocked prone. You may perform this action an amount of times equal to your proficiency bonus plus 1. You regain all charges on a long rest.

Sample of Nothing

6th-level Void Magic feature

As an action, you can force a creature Large or smaller that you can see within 60 feet to make a Charisma saving throw against your wizard spell save DC. On failure, the creature is transported to a demi-plane resembling the void, just different enough to allow the creature to survive, for 1 minute. While the creature is trapped within the confines of this demi-plane it is incapacitated and may re-attempt the saving throw at the end of its turn. On failure, the creature takes 2d6 necrotic damage and remains incapacitated within the plane. After the creature is freed from the plane, it is frightened of you for 1 minute.

You may use this ability once per long rest.

Void Surge

10th-level Void Magic feature

Void magic is unstable and therefore volatile. It can often leave lasting imprints on those recently damaged by its users. As an action, you may force all creatures you have damaged within the past minute to make a Constitution saving throw against your wizard spell save DC. On a failed save, a creature takes 4d10 force damage.

You may use this feature once per long rest.

Void Cataclysm

14th-level Void Magic feature

As an action you may pick a point within 120 feet. Raw void energy fills a sphere with a 30 foot radius for 1 minute. Any creature that starts its turn within this sphere or enters it must make a Constitution saving throw against your wizard spell save DC. On a failed save the creature takes 2d12 necrotic damage and 4d8 force damage or half as much on a successful save, excluding the user of this feature. Additionally, any creature within this sphere cannot attack or otherwise effect any creature outside of the sphere and any creature outside of the sphere cannot attack or effect a creature within it. 

Previous Versions

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8/1/2021 4:43:54 AM
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