Sorcerer
Base Class: Sorcerer

An influence of the void has wrapped its claws around your mind, giving you power derived from the weave. Your flesh feels heavy, your mind is light, your soul is darkened and feels as if it can expand endlessly. It tastes as if you are a warlock and yet you are not. The weave bends to your will as if your very soul makes waves in it. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?

As an Void Soul sorcerer, you must understand how you attained your powers. Were you born with them? Was it born within your mind from a traumatic event? Did some far reaching entity brush against your mind? (The Astral Drifter background is recommended.)

Astral Eddies

1st-level Void Soul feature

Your attachment to the void causes you to waver and warp. Spells and weapon strikes have a harder time latching onto you.

Whenever an enemies is about to hit you, the void energies offer to take you into its grasp. You can use your reaction to roll a d4 and if the number lands on 1 then the enemy misses regardless and you take no damage. You can re-use this reaction once per enemy per round. 

You attain resistance to area of effect spells.

Void Whispers

1st-level Void Soul feature

The power in your blood influences the weave with the void. All attacks from you gain an additional d4 force damage based off your proficiency whether they be from magic or from physical reality. 

This damage cannot critical but will always hit as long as your previous strike hits.

Grasp of the Void

6th-level Void Soul feature

As an action, speak words of the void and spirit away the ranged weapons and magics from your enemies within 60 feet. These weapons hover around you for up to twice your proficiency in turns and apply a homing ranged attack to the nearest target within 30 feet. The damage from these weapons and magics will always be equal to your charisma modifier multiplied by your proficiency. You may have up to your proficiency in weapons around you, unless you use the metamagic distant spell which will double both the grab range as well as the maximum number of weapons you can have. If you use this while enemies around you either are unarmed or only have melee weapons, you will instead re-create your ranged weapon or spell as a void replica without disarming yourself up to the maximum based on the number of enemies within range. You can use this ability a number of times equal to your proficiency which may be reset on the cost of 3 sorcery points.

Ranged weapons such as bows and crossbows will vanish from their wielders and appear around you wreathed in void magics upon failure of a wisdom saving throw against your spell save DC.

Spells appear as a disembodied skeletal hand will disrupt the original caster's ability to cast spells for the duration of the effect unless the caster succeeds a wisdom saving throw against your spell save DC which they may repeat at the end of each of their turns.

Vampiric Grasp

When dealing damage with your stolen weapons and spells, enemies affected by Lost in the Void: Gaze or The Vast Untime will have their health stolen away with each strike.

As the weapons fly about you dealing force damage, you recover half their damage as health.

Lost in the Void

14th-level Void Soul feature

You can unleash the truth of the void hidden within yourself. As an action and bonus action, you can spend 1 or more sorcery points to choose 1 of 3 effects which last up to {{proficiency}} turns. Those effects are as follows: 

  • Accuse: Up to {{modifier:cha}} enemies within 30 feet of you must make a wisdom saving throw against your spell dc, if they fail they will become allies and attack on your behalf. 
  • Gaze: Hone in on one target within 60 feet who then becomes a stationary anchor to the void, creating a spherical area that weakens the ac of any enemy within said area by half. You may have a maximum of two of these anchors.
  • Deny: Discharge a torrent of void energy in a line dealing 1d20 force damage for every replica you have active from Grasp of the Void, each replica counts as a separate attack.

The Vast Untime

18th-level Void Soul feature

As an action and quickened spell bonus action or two actions from haste as an example, you temporarily fracture your body exposing your very soul for 4 turns. You appear as a skeletal form of your race dealing 3d20 force damage to enemies within 60 feet on the initial burst. All those affected are slowed by 10 feet and vulnerable to force damage for the duration.

While in this form when rolling a d4 for a hit to miss, any roll aside from 4 counts as a miss. Your astral eddies increase from resistance to immunity during the duration of this effect. Additionally any concentration spells are held without effort and all other class effects you are using halt their duration until this form fades.

You may re-activate this ability before its duration has ended, however halted durations will lose a turn during the re-cast.

Previous Versions

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