Base Class: Paladin
While most paladins derive their power by harnessing divine energy, your power comes from a darker place within you. You are a null void of magical energy. Magic has never worked quite right around you, and you have the canny ability to resist magical energy as the magic is absorbed into your void.
Channel Void
When you choose this subclass at 3rd level, you gain the following two Channel Void options.
Void Presence. You can use your Channel Void to exude a terrifying presence as the absolute lack of magic turns your enemy's blood cold. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Abjure the Extraplanar. You can use your Channel Void to repel unworldly beings. As an action, you present your focus and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.
Void Spells
You gain void spells at the paladin levels listed.
Magical Null Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
Inflict Wounds, Protection from Evil and Good |
|
5th |
Invisibility, Lesser Restoration |
|
9th |
Counterspell, Dispel Magic |
|
13th |
Banishment, Blight |
|
17th |
Circle of Power, Hold Monster |
Anti-Magic Aura
Beginning at 7th level, the absence of magic lies so heavily upon you that it forms an nullifying ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.
At 18th level, the range of this aura increases to 30 feet.
Rebuke of the Void
15th-level Magical Null feature
You’ve learned how to punish anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the creature that forced the saving throw.
Void Champion
20th-level Magical Null feature
You manifest your null powers to combat magical beings. As a bonus action, you gain the following benefits for 1 minute:
- You gain truesight with a range of 120 feet.
- You have advantage on attack rolls against aberrations, celestials, elementals, fey, and fiends.
- When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Charisma saving throw against your spell save DC. On a failed save, the creature is magically banished to its native plane of existence if it’s currently not there. On a successful save, the creature can’t be banished by this feature for 24 hours.
Once you use this bonus action, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
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