Base Class: Warlock
When you stare into the night sky, you now see the true nature of the infinite universe. After being contacted by a being from beyond the veil of reality, you gained the ability to command a starborn power that allows you to command the void to drain strength from others and bolster your own. This power grows by the day, and as it does you can swear it begins to take on a mind of its own. You are in command for now, but you fear you may not be forever.
Expanded Spell List
The Void Star lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Void Star Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | absorb elements, inflict wounds |
| 2nd | aid, alter self |
| 3rd | bestow curse, slow |
| 4th | polymorph, black tentacles |
| 5th | modify memory, dominate person |
Summon Voidling
Starting at 1st level, you gain the ability to reach beyond the veil and summon a voidling, a creature that grows stronger as it consumes life. The creature is friendly to you and your companions and obeys your commands. The creature uses your proficiency bonus (PB) in various places in its stat block.
In combat, the voidling acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the voidling can take any action of its choice, not just Dodge.
If the voidling dies, it is banished from your current plane. You can summon it again after completing a long rest. The voidling appears in an unoccupied space within 5 feet of you. It also vanishes if you die.
Your voidling starts with a damage die of 1d4 for its bite attack, which increases to 1d6 at level 6, 1d8 at level 10, and 1d10 at level 14.
When your voidling consumes the souls of living beings after killing them, it gains aspects of their abilities and takes on parts of their physical appearance.
At 6th level, your voidling becomes a medium creature, at 10th level your voidling's base walking speed is increased to 40ft and it can attack twice, instead of once, whenever it takes the Attack action on its turn, and at 14th level your voidling becomes a large creature.
Also, at 6th, 10th, 14th and 18th warlock levels, add one of the following actions or special abilities to your voidling:
Charge. If the voidling moves at least 20 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 1d6 piercing damage damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Constrict. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: (2d8 + 4 + PB) bludgeoning damage. The target is grappled, escape dc 16 Until this grapple ends, the creature is restrained, and the voidling can't constrict another target. The Constrict attack can only be used once on your voidling's turn.
Web. Ranged Weapon Attack: your spell attack modifier to hit, range 30/60 ft., one creature. Hit: The target is Restrained by webbing. As an Action, the Restrained target can make a Strength check against your warlock spell save DC, bursting the webbing on a success. The webbing can also be attacked and destroyed - AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage.
Once your voidling uses this action, it can't use it again until you finish a short or long rest.
Your voidling ignores movement restrictions caused by webbing.
Pack Tactics. The voidling has advantage on an Attack roll against a creature if at least one of the voidling's Allies is within 5 ft. of the creature and the ally isn't Incapacitated.
Flight. The voidling gains a flying speed of 35 feet.
Multiattack. when you command the voidling to take the Attack action, it can make one additional attack.
Relentless. If the voidling would be reduced to 0 Hit Points but not killed outright, it instead drops to 1 hitpoint. It can't use this ability again until you finish a short or long rest.
Withdraw. Using your reaction, you can command the voidling to add 3 to its ac against one melee or ranged attack that would hit it. To do so, the voidling must see the attacker.
Void Step. Once on its turn, your voidling can teleport up to 15 feet to an unoccupied space that it can see. This requires only a verbal command, and does not consume an action or bonus action.
Quick Mind. Using your reaction, you can command your voidling to cast Counterspell. If your voidling successfully counters a spell with this feature, it is reduced to 0 hit points.
Voidling
Small aberration
Armor Class 13 + PB (natural armor)
Hit Points 5 + five times your warlock level (the voidling has a number of Hit Dice [d8s] equal to your warlock level)
Speed 30 ft., burrow 10 ft.
Senses darkvision 60 ft., passive Perception 13
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Void ties. You can add your proficiency bonus to any ability check or saving throw that the voidling makes.
Actions
Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 2 + PB piercing damage.
Drain Soul
Starting at 6th level, you gain the ability to drain the soul essence from a living being. As an action, choose one creature you can see within 30 feet of you. The target makes a Constitution saving throw against your warlock spell save DC. On a failed save, the creature takes 1d8 + your proficiency bonus psychic damage and it suffers a −2 penalty to AC for 1 minute. Both You and your Voidling also gain a +2 bonus to AC for 1 minute.
Once you use this feature, you can't use it again until you finish a short rest.
Essence Transfer
Starting at 10th level, whenever you or your Voidling land a killing blow on a creature, you both heal for 1d6 + your proficiency bonus, and you both gain temporary hit points equal your warlock level + your Charisma modifier. These temporary hitpoints last until you complete a long rest.
Once you or your Voidling gain temporary hp from this feature, you can't do so again until you finish a long rest.
Void Fusion
Starting at 14th level, your mastery of void energy allows you to physically merge with your voidling and take on its attributes. Using a bonus action, you can temporarily fuse with your voidling as long as it is within 30ft. of you, causing it to disappear and undergoing a transformation.
The transformation lasts for one minute or until you lose the temporary HP gained by this feature.
While transformed you gain the following benefits:
- You gain temporary hitpoints equal to half of your voidling's maximum HP, rounded down.
- You gain a bonus to your AC equal to your charisma modifier.
- Your walking speed increases by 10 feet.
- You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Charisma modifier (minimum of +1).
- You can use Charisma instead of Strength for the attack and damage rolls of your unarmed strikes, and you can roll a d8 in place of the normal damage of your unarmed strike. Your unarmed strikes also gain a +2 bonus to attack and damage rolls.
- you can attack twice, instead of once, whenever you take the Attack action on your turn.
- When you hit with an unarmed strike, the target takes an extra 1d8 psychic damage.
You also gain the benefits of all void infusions that your voidling has gained:
Charge. If you move at least 20 feet straight toward a target and then hits it with a melee on the same turn, the target takes an extra 2d6 piercing damage damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Constrict. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: (3d8 + 4 + PB) bludgeoning damage. The target is grappled, escape dc 16. Until this grapple ends, the creature is restrained, and you can't constrict another target.
Web. You can cast the spell web a number of times equal to your proficiency bonus. Charisma is your spellcasting ability for this spell.
You regain all uses of this spell upon completing a long rest.
You ignore movement restrictions caused by webbing.
Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Flight. You gain a flying speed of 35 feet.
Multiattack. you can attack three times, instead of twice, whenever you take the Attack action on your turn.
Relentless. When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a Long Rest.
Withdraw. As a reaction, you can add your proficiency bonus to your AC against one attack that would hit you. To do so, you must see the attacker.
Void Step. Once on your turn, you can teleport up to 15 feet to an unoccupied space that you can see.
Quick Mind. Using your reaction, you can cast Counterspell at 3rd level. When you use this feature, you take 10 points of necrotic damage. This damage cannot be resisted. You can choose to take more necrotic damage when you use this feature, with every 5 points of damage increasing the spell level of Counterspell by 1.
When the transformation ends, your voidling appears in an unoccupied space within 5ft of you with half whatever HP it had before using this feature.
Previous Versions
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2/10/2024 3:44:59 AM
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3/11/2024 11:38:18 AM
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4/25/2024 2:14:55 AM
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