Base Class: Cleric
Few ever catch a glimpse of the cold, dead immensity of the stars and void, and fewer still are aware of the unfathomable powers that call such places home. Those who see beyond the veil of mundane often go mad as a result of the irreconcilable clash between their conception of the world and the reality of universal insignificance. To learn what the void has to teach, one must embrace its utter indifference towards life.
Clerics who direct their reverence towards the mysterious powers of the void can commit wholeheartedly to their distant gods by following the path laid out in the Void domain.
Void Domain Spells
|
Cleric Level |
Spells |
|
1st |
bane, protection from the void |
|
3rd |
destructive resonance, rope trick |
|
5th |
gaseous form, void strike |
|
7th |
dimension door, nether weapon |
|
9th |
contact other plane, living shadows |
Bonus Proficiencies
When you select this domain at 1st level, you gain proficiency in Arcana, Intimidation, and navigator's tools.
Channel Divinity: Hidden Knowledge
Starting at 2nd level, you can use Channel Divinity to gain advantage on Intelligence checks. In addition, you can choose to use his or her Wisdom modifier instead of Intelligence modifier when making these checks. Both effects last for 1 hour.
Channel Divinity: Dark Secrets
Starting at 6th level, you can use Channel Divinity to inflict madness on nearby creatures. When you present your holy (or unholy symbol) and speak of the void, up to three creatures of your choice that can see and hear you must make a successful Wisdom saving throw or be afflicted with a form of short-term madness. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with necrotic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Black Star
Starting at 17th level, you can use an action to create crushing gravity in a 60-foot radius area around the cleric. The crushing gravity lasts for 3 rounds. All the effects cease immediately if you move.
The area becomes difficult terrain for the duration. A creature that starts its turn in the area or that enters it for the first time on a turn must make a Strength saving throw. On a failed save, the creature takes 7d6 bludgeoning damage and is affected as if by a slow spell until the start of its next turn.
You and up to three designated creatures are immune to the effect. After using this ability, the cleric must finish a long rest before using it again.
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