Base Class: Cleric
To become a cleric, one must first embrace the call of the void and answer its call…
Upon answering the call, the individual is flooded with new information in a language they don't understand, some even hear whispers in a language they can't decipher, often they go mad, some go mad and chase the ultimate power in hopes that the voices stop, some become a hermit that others avoid whenever they come out of their isolated life.
The Void's knowledge
When you choose this domain at 1st level, you gain proficiency in the Arcana, Insight, or Perception skill (your choice).
Domain Spells
1st Level - Arms of Hadar, Dissonant Whispers
3rd Level - Crown of Madness, Vortex Warp
5th Level - Hunger of Hadar, Summon Shadowspawn
7th Level - Confusion, Evard's Black Tentacles
9th Level - Contagion, Negative Energy Flood
Void Connections
Starting at 1st level, your connection to the void allows you to gain a special action. As an action to temporarily form connections to an amount of creatures equal to your proficiency bonus. For 1 minute creatures connected to you in this way can add your wisdom modifier (minimum of one) to their attack rolls.
You have an amount of uses equal to your proficiency bonus, resetting on a long rest.
Channel Divinity: The Void's Fortitude
Starting at 2nd level, the void can provide additional protection to you and your allies.
As an action you can use your Channel Divinity to give yourself as well as anyone connected to you via Void Connections a number of d12 temporary hit points equal to your wisdom modifier (minimum of 1d12).
Friends From The Void
Using your connection to The Void, you can spend 24 hours to summon a denizen of The Void which you become connected to in a sense, making it friendly(ish) to you and your allies, you can use a free action to deliver a command to it, if you give ut none, it will take the dodge action. It uses the statblock of an aberration, monstrosity, or elemental and can take any shape you choose (when in combat, its shape changes back to that of its original form). It's alignment is always chaotic and it's CR always equals your level. If it dies it is sent back to The Void and you must spend another 24 hours to resummon it. Upon being resummoned it will hold a grudge against you, for 1d12 days and will refuse to listen to any of your commands, only doing things to preserve itself.
Strike of The Void
At 8th level, you gain the ability to gain a small bit of the void's power. Once on each of your turns when you hit a creature with a spell or weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target.
When you reach 14th level the extra damage increases to 2d8
Channel Divinity: Call of The Void
You can now use your Channel Divinity to call upon the void. Using an action, all creatures excluding yourself and an amount of creatures of your choosing equal to your proficiency bonus must make a constitution save. On a pass their movement speed is halved, on a fail they are prone and must succeed on a strength save to stand up at the end of their next turn, on a successful strength save they stand back up, needing to remake the con save at the end of their next turn, on a fail they are once again prone, rinse and repeat. This lasts for 1 minute or until you are incapacitated or dead.