Sorcerer
Base Class: Sorcerer

A void weaver uses magic that bends light and darkness, sometimes even being able to use that ability to manipulate gravity. While powerful, this kind of power is a double edged sword, often affecting everyone in the area, and frightening those who haven't seen this magic before. Wielding this power with care and consideration for the situation is paramount.

Over your life you started to find brighter areas uncomfortable, and darker areas more to your liking. Often when you spend a long time in one place or next to a lit fire, the lights of that area will dim very slowly, or the firelight will dull or not brighten the area as it should, but nobody has ever noticed it was you. 

As far as you know, you are the first person to use this kind of power in history. Other mages are capable of darkness and using force energy to damage things, but the spells and abilities you have seem to be truly unique. By nature this makes Void Weavers secretive of their craft, as afraid of the unknown magics as anyone else in the world.

 

Night Vision

At 1st level, you gain the ability to amplify the light spectrum in a room, and see up to 120 feet in the dark. This includes magical darkness or darkness made by spell effects.

Darkness and Light

At 1st level, by nature of your magic you know the spell "darkness" and can cast it at 1st level once per short rest. You also learn the "light" cantrip. 

Void Shard

Starting at 1st level, you can magically concentrate the void into a single ethereal crystal that can be used for the effects below. You get two of these Void shards every day, having to recover them after a long rest. They can be thrown up to 30(60) ft. or can be used in melee. If targeting a creature specifically, the shard is treated as a thrown weapon, dealing 1d8 piercing damage on a successful hit. 

As an action, you can break a void shard causing one of the following effects:

  • All lights in a 60ft area are turned on, or put out
  • In an area of 30ft a blinding flash erupts from the broken crystal, blinding all creatures in the area until your next turn unless they can make a Dexterity save equal to your spell save DC to shield their eyes. 
  • A pocket of void energy erupts for only a fraction of a second. Within 30ft of the eruption, creatures have to make a Strength save equal to your spell save DC or be pulled 15ft toward the eruption. If a creature is standing inside the eruption or enters it they take 1d8 force damage. (this increases by 1d8 at Levels 6, and 14)

Big Bang

At 6th level, you learn the ability to focus light or darkness. You can use this feature once per long rest. This ability can be used passively to project images, allowing the caster to create any image they wish in up to a ten foot sphere around them, or down to few inches projected over their hand. 

You can also concentrate Void energy or Radiant energy into a small point. Once concentrated the point can be moved up to 60ft and detonated.

This results in either an explosion of void energy, shooting out force spikes in all directions from the point, or a Radiant shockwave in the same manner. Each creature in the affected area must make either a Dexterity saving throw against the Void spikes, or a Constitution saving throw against the Radiant Shockwave equal to your Spell save DC. Each creature in the area that fails the saving throw takes 2d10 Force or Radiant damage, and they are blinded (Radiant) until your next turn, or pushed back 10ft. (Force)

If a creature succeeds the saving throw they take half the damage rolled and are otherwise unaffected.   

Gravity Jump

Starting at 14th Level, you gain the ability to jump supernatural distances. When you jump in this manner you use gravitational energy to shoot yourself in the air, and land safely. Twice per short rest as a bonus action you can jump up to 40ft in any direction. This jump does not provoke opportunity attacks.

Naked Singularity

At 18th Level, you gain the ability to concentrate Gravity and light to the point of making a 10ft singularity. If you create the sphere on top of a creature, the creature is forced out of its space and pushed 10ft away from it.

The Singularity first appears as an almost blinding white sphere floating in the air. You can choose to keep it in this form, or you can choose to have it collapse into a black hole.

If it stays in it's naked state, the singularity will emit bright radiant light for 30ft, and dim light for 60ft. Any creature standing within 30ft of it when it appears must make a Constitution check against your spell save DC. If they fail, they take 3d12 Radiant damage and are blinded until your next turn. If a creature starts their turn within 30 feet of the sphere, they must also make a constitution save or be blinded until your next turn and take 3d12 radiant damage. If they succeed their constitution saving throw they take half the damage rolled. 

If the singularity is allowed to collapse into a black hole, the sphere turns dark, all lights in the room are extinguished, and all creatures and objects in range are pulled toward it's center. Each creature that starts it's turn within 30ft of the sphere must make a DC20 Strength saving throw or be pulled 10 feet toward it and take 3d12 Force damage. If they fail the strength saving throw, they are immobile until their next turn. If they succeed they can move normally and take half the rolled force damage.

The singularity is unstable, and only lasts four rounds. After the four rounds, it collapses into itself causing an implosion of force spikes. If any creature is within 60ft when it implodes, they will have to make a DC20 Dexterity saving throw or be knocked prone by the blast, and take 4d12 additional force damage. Flammable objects in the area burn with white fire, and any object that can be moved is moved or broken by the blast. If they succeed the saving throw, the creature takes half damage, and is able to remain on their feet.

Any creature reduced to zero hit points in this area is vaporized in a similar manner to disintegrate. The caster can choose to cause this implosion on their turn any time after the singularity is summoned as an action, but not on the same turn it is summoned. They can also collapse it safely, without any other effects, as an action, allowing the Singularity to collapse into itself until it vanishes without a trace.  

  

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