Base Class: Sorcerer
The Voidheart Sorcerer taps into the chaotic and incomprehensible energies of the Void—a dark, endless expanse that exists between realms. The Void whispers to those who are attuned to its essence, offering power at the cost of sanity and stability. Voidheart Sorcerers wield the raw destructive potential of the Void, manipulating space, time, and energy to warp the world around them. Their very presence carries a distortion, and their spells twist reality itself.
Voidheart Sorcerers are masters of manipulating the fabric of reality. They can distort time and space to disorient and harm their foes, while tapping into the dark energies of the Void for devastating results. Their presence on the battlefield can create zones of darkness and confusion, and their mastery of Void magic allows them to deal significant damage, especially against those who cannot withstand the crushing forces of the Void.
Level 3: Voidborn Resilience
You have been touched by the Void and its mysterious energies have begun to alter your body. You gain the following benefits:
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Void Resistance: You gain resistance to necrotic damage, and whenever you take necrotic damage, you regain hit points equal to half the damage taken (rounded up).
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Distorted Presence: Your presence distorts reality. As a bonus action, you can create a temporary zone of Void energy. For 1 minute, creatures within 10 feet of you have disadvantage on Wisdom (Perception) checks to see you, and your movement is not hindered by difficult terrain within this zone.
Level 3: Void Lash
At 3rd level, you learn to channel the Void's energy through your own body, creating a lash of pure necrotic force.
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Void Lash: As an action, you can make a ranged spell attack against a creature within 30 feet. On a hit, the target takes 3d6 necrotic damage, and its movement speed is reduced by 10 feet until the start of your next turn.
You can use this ability a number of times equal to your Charisma modifier (minimum of once). After you use it, you must finish a short or long rest to regain all expended uses.
Level 6: Eclipse Magic
Your connection to the Void allows you to tap into a powerful form of magic that blends destruction with distortion. At 6th level, you gain the following abilities:
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Void Infusion: When you cast a sorcerer spell that deals damage, you can spend 1 sorcery point to add necrotic damage to the spell equal to half your sorcerer level (rounded up). For example, if you cast Fireball, the spell also deals additional necrotic damage to creatures affected by it.
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Gravitational Distortion: As a reaction, when a creature you can see within 30 feet of you makes a successful attack against a creature or object, you can use your reaction to momentarily distort the target's gravitational pull. The attack misses, and the target is pulled 10 feet in a random direction, including into or out of dangerous terrain. You can use this feature a number of times equal to your Charisma modifier (minimum 1).
Level 14: Void-Touched Metamagic
At 14th level, the Void has begun to warp the very nature of your magical abilities. You gain the following metamagic option:
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Voidcasting: When you cast a spell of 1st level or higher, you can spend 2 sorcery points to make the spell manifest through Void energy. The spell takes on the properties of the Void, creating a temporary rift in space. Choose one of the following effects when you cast the spell:
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Rift of Darkness: The spell creates an area of magical darkness that lasts for the duration of the spell or 1 minute, whichever is shorter. Creatures inside the area are blinded until the darkness dissipates.
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Void Anchor: The target of the spell is anchored to the Void. Any movement speed of the target is reduced to 0 until the end of their next turn.
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Time Fracture: The target of the spell must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or suffer a distortion in time, losing their reaction until the start of their next turn.
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Level 18: Void Surge
At 18th level, you gain the ability to call upon the full power of the Void for a devastating effect. As an action, you can expend 5 sorcery points to unleash a surge of Void energy. This energy manifests as a 20-foot radius sphere centered on yourself. The following effects occur:
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All creatures in the area must make a Constitution saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failed save, a creature takes 10d10 necrotic damage and is blinded until the end of your next turn. On a successful save, a creature takes half the damage and is not blinded.
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You are granted temporary hit points equal to the damage dealt by this ability, but you suffer 1 level of exhaustion immediately after using this feature.
After using Void Surge, you cannot use it again until you finish a long rest.
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