Sorcerer
Base Class: Sorcerer

The Void Hunter Sorcerer subclass harnesses the raw power of the void, weaving it into their spells and abilities to hunt down and obliterate their enemies. Here's a detailed breakdown of how it works:

**1. Void Affinity**: At 1st level, you gain proficiency with martial weapons and light armor, reflecting your training in both magical and physical combat.

**2. Void Tether**: Starting at 1st level, you can use a bonus action to create a tether of psychic energy between you and a creature you can see within 30 feet. Until the end of your next turn, whenever the tethered creature deals damage to you, it takes psychic damage equal to half the damage dealt.

**3. Psychic Surge**: Beginning at 6th level, you can channel your psychic energy to empower your spells. Once per turn when you deal psychic damage with a sorcerer spell, you can reroll any of the damage dice and use either result.

**4. Void Shroud**: At 14th level, you can shroud yourself in swirling void energy, becoming resistant to psychic damage and gaining advantage on saving throws against being frightened or charmed. Additionally, as a reaction when you take psychic damage, you can expend a sorcery point to redirect half of that damage back to the attacker.

**5. Void Annihilation**: Upon reaching 18th level, you gain the ability to unleash a devastating burst of void energy. As an action, you can spend 5 sorcery points to create a sphere of pure psychic energy centered on yourself. Each creature within 30 feet of you must make a Dexterity saving throw, taking 8d10 psychic damage on a failed save, or half as much damage on a successful one.

**Ability Score Increase (ASI)**: At 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1 each. This allows you to tailor your character's abilities to fit your playstyle, whether focusing on spellcasting, combat prowess, or survivability.

**Feats**: As a Void Hunter Sorcerer, you may want to consider feats that complement your abilities, such as:

- **War Caster**: This feat allows you to cast spells even when holding weapons or a shield, and it grants advantage on concentration saving throws, helping you maintain your concentration on spells like Void Tether and Void Annihilation.

- **Elemental Adept (Psychic)**: This feat can be useful if you frequently rely on spells that deal psychic damage, allowing you to bypass resistance to that damage type and treat any 1s on damage dice as 2s.

- **Tough**: Increasing your hit points with the Tough feat can enhance your survivability, especially when combined with your Void Shroud ability, making you even more resilient against psychic damage.

By combining your innate sorcerous abilities with the dark power of the void, you become a formidable force on the battlefield, capable of manipulating minds, tearing apart your enemies with psychic energy, and surviving where others would falter.

Void Affinity

At 1st level, you gain proficiency with martial weapons and light armor, reflecting your training in both magical and physical combat.

Void Tether

Starting at 1st level, you can use a bonus action to create a tether of psychic energy between you and a creature you can see within 30 feet. Until the end of your next turn, whenever the tethered creature deals damage to you, it takes psychic damage equal to half the damage dealt.

Psychic Surge

Beginning at 6th level, you can channel your psychic energy to empower your spells. Once per turn when you deal psychic damage with a sorcerer spell, you can reroll any of the damage dice and use either result.

Void Shroud

At 14th level, you can shroud yourself in swirling void energy, becoming resistant to psychic damage and gaining advantage on saving throws against being frightened or charmed. Additionally, as a reaction when you take psychic damage, you can expend a sorcery point to redirect half of that damage back to the attacker.

Void Annihilation

Upon reaching 18th level, you gain the ability to unleash a devastating burst of void energy. As an action, you can spend 5 sorcery points to create a sphere of pure psychic energy centered on yourself. Each creature within 30 feet of you must make a Dexterity saving throw, taking 8d10 psychic damage on a failed save, or half as much damage on a successful one.

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