Fighter
Base Class: Fighter

Augment Physical Might with Void Power

Voidwalkers tap into the enigmatic energies of the void to enhance their physical prowess. They harness this otherworldly power to infuse their weapon strikes with void damage, unleash waves of dark energy, and summon barriers of shadowy protection.

Restriction: Voidborn Only

Only the Voidborn can become a Voidwalker. This path reflects their unique connection to the void, allowing them to harness its chaotic energies. The Voidwalker plays a crucial role in exploring the depths of their heritage, embracing the darkness within while striving to wield it as a force for their own destiny.

Your DM can lift this restriction to better suit the campaign. The restriction exists for the Forgotten Realms. It might not apply to your DM’s setting or your DM’s version of the Realms.

Level 3: Void Power

You possess an inner well of void energy, represented by your Void Charges. Your total number of Void Charges equals your level. Any abilities from this subclass that require Void Charges draw from this reservoir. If all your Void Charges are expended, you cannot use any ability that requires a charge until you regain them after a Short Rest or a Long Rest, at the end of which you regain all your expended charges. Your save DC for any abilites related to your Void Charges equals 8 + your proficiency bonus + your Constitution modifier. 

Eclipse Strike. When you make a successful weapon attack, you can expend one Void Charge to enhance your strike with the essence of the void. The target takes 1d6 Void damage plus your Constitution modifier, and must succeed on a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier or be blinded until the end of their next turn. They also take 1d6 Void damage when the blinded condition ends. 

Veil of Shadows. As a Bonus Action, you can expend one Void Charge to shroud yourself in shadows for 1 minute. While shrouded, you gain advantage on Dexterity (Stealth) checks and can use the Hide action as a Bonus Action. Additionally, you can move through creatures and objects as if they were difficult terrain, taking 1d10 Force damage if you end your turn inside an object. 

Abyssal Eruption. You can tap into the chaotic energy of the void to unleash a burst of dark energy. As an action, you can expend two Void Charges to create a 20-foot radius sphere centered on yourself. Creatures in that area must make a Dexterity saving throw against your save DC, taking 3d8 void damage on a failed save, or half as much on a successful one. The damage increases by 1d8 when you reach 10th level (4d8) and again at 15th level (5d8). You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses after a long rest. 

Level 7: Void Practitioner

You have mastered new ways to harness the chaotic energies of the void, detailed below.

Umbral Shift. As a Bonus Action, you can momentarily dissolve into shadows, gaining a speed boost equal to your normal Speed until the end of your turn. During this movement, enemies have disadvantage on opportunity attacks against you, as you slip through the void's embrace.

Void Assualt. When you hit a creature with a weapon attack, you can expend one Void Charge to deal an additional 1d4 Void damage for each attack you make for the rest of the turn. For every additional Void Charge you expend, increase the damage by an additional 1d4 (up to a maximum of 3d4 total). You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses after a long rest.

Level 10: Void Resilience

If you begin your turn affected by a condition other than exhaustion, you can expend two Void Charges (no action required) to end that condition. You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses after you finish a long rest.

Level 15: Shroud of the Void

As a Bonus Action, you can envelop yourself and a number of creatures within 30 feet of you, up to your Constitution modifier (minimum of one creature). The chosen creatures gain resistance to one type of damage of their choice for 1 minute or until they take damage of that type.

In addition, for the duration, you can use your reaction to teleport one of the affected creatures to an unoccupied space within 10 feet of their original location when they are hit by an attack. You must be within range to use this reaction.

Once you use this feature, you can’t do so again until you finish a Long Rest unless you expend a Void Charge (no action required) to restore its use.

Level 18: Void Infusion

You can channel the power of the Void into your weapons, warping the fabric of reality to empower your strikes. As a bonus action, you may expend one Void Charge to activate Void Infusion. This effect lasts for 1 minute. While Void Infusion is active, you gain the following benefits:

  • Unpredictable Strikes. When you make a weapon attack, you may roll a d6. On a roll of 5 or 6, your attack is considered a critical hit. When you score a critical hit using this feature, you only double the Void damage dealt by the attack. If the attack deals no Void damage, this benefit does not apply. Once you score a critical hit using this feature, you cannot use it again until the start of your next turn.

  • Warped Defenses. Your connection to the Void makes your movements difficult to predict. As a reaction, you can impose disadvantage on all attack rolls made against you by one creature within 30 feet that you can see. This effect lasts until the start of your next turn.

  • Chaotic Aftershock. When you score a critical hit while Void Infusion is active, you can unleash a burst of Void energy in the area around you. Each creature within 10 feet of you must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, a creature takes 3d6 Void damage, or half as much on a successful save.

Once you use Chaotic Aftershock, you cannot use it again until you finish a long rest. At 20th level, you can use it twice per long rest.

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