Base Class: Cleric
Gods who lay claim to the Void and its secrets, do so falsely; though these gods may be able to channel its powers, the Void is older and more powerful than any entity throughout existence.
Clerics who channel the Void may follow a god, but most who wield its strange powers do so beyond the patronage of a deity; they wield the hollow power of emptiness itself. To tap into the power of the Void is to invite destruction on one's very soul, as even the most devout of followers whisper prayers on unhearing ears; the Void erodes and consumes all that it reaches without mercy.
Despite this terrifying nature of the Void, its followers lose no faith. Though incomprehensible and intangible, they understand that the Void plays an integral part for existence, for it is within its boundless nothingness that existence came to be and shall meet its end.
Domain Spells
1st-level Void Domain feature
You gain domain spells at the cleric levels listed in the Void Domain Spells table. See the Divine Domain class feature for how domain spells work.
Twilight Domain Spells
| Cleric Level | Spells |
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1st |
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3rd |
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5th |
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7th |
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9th |
Fading Presence
1st-level Void Domain feature
Also at 1st level, you are as fleeting and enigmatic as the void itself. All creatures suffer a penalty to Wisdom (Insight) checks made against you equal to your Wisdom modifier. In addition, any creature who has interacted with you for less than 1 hour has disadvantage on any Intelligence checks made to recall information about you. If 24 hours have passed since the encounter, a creature will have forgotten you exist and their memories surrounding the encounter will be hazy and incomplete.
Void Sight
1st-level Void Domain feature
When you choose this domain at 1st level, your connection to the void grants you vision in even the darkest of places. You gain darkvision with a range of 120 feet and with it, you can see through all forms of darkness, including magical, as if it was bright light. If you already possess darkvision, it’s instead extended by 60 feet.
Vigilant Blessing
1st-level Twilight Domain feature
The night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.
Channel Divinity: Hunger of the Void
2nd-level Void Domain feature
At 2nd level, you can channel the endless appetite of the void. As an action, you can expend a use of your Channel Divinity feature to force a creature within 60 feet of you that you can see to make a Constitution saving throw. On a failed save, a creature takes force damage equal to 1d10 + half your cleric level rounded up, and you gain a number of temporary hit points equal to the damage dealt. On a successful save, a creature takes half damage and you gain no temporary hit points
Veiled Existence
6th-level Void Domain feature
At 6th level, the void has permanently shrouded you in its fathomless darkness. You cannot be targeted by divination magic and are immune to spells and effects that would sense your emotions or read your thoughts.
Potent Spellcasting
8th-level Void Domain feature
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Call Oblivion
17th-level Void Domain feature
At 17th level, you can summon a fragment of the void itself. As an action, you can conjure a 30-foot-radius sphere of magical darkness centered on a spot within 30 feet of you that you can see. The darkness spreads around corners and no sources of light, including magical ones, can illuminate the area. This sphere lasts for one minute or until you lose concentration [as if concentrating on a spell].
In addition, to any creature that isn’t you, this area is completely silent. They need to make a wisdom saving throw [against your spell save dc] and on a fail, they are unable to make sounds and spells with verbal components cannot be casted. On a success, they can still speak. Creatures are considered deafened while within the area.
At the beginning of each of your subsequent turns, you can use your bonus action to move the sphere up to 30 feet to a spot you can see.
You can use this feature once per long rest.
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