Void Delver Image

(This is a feat for use in my homebrew campaign that I am never running, thought I'd toss it out there)

You have glimpsed into the fallen realm that is the void, its cold and empty touch leaving its mark on you and changing you in unexpected ways

When you take this feat you gain +1 in any ability of your choice, learn Voidling language and gain one of the following features, attuning yourself to one of the creatures of the Void. These features can be used once per short rest


Abductor: As a Bonus Action, you grow large menacing talons letting you target a creature you can see within 30ft and dash towards them, upon reaching the creature, the creature must make a Str saving throw (DC = 8 + Proficiency + Str or Dex Mod), on a fail, you grab the target with your talons and dash back to your original location, bringing the targeted creature to the nearest unoccupied space. On a successful save, you remain next to the creature you targeted in the nearest unoccupied space. Your talons receding back into you on either result. You can still be targeted by attacks of opportunity from creatures other than your target.
Tunneler: As an Action, your arms grow into thick digging claws letting you dig into the ground and end up in a range equal to your current movement speed, at any unoccupied space you choose within range you will appear, creating a tunnel from where you started digging to where you ended up. Creatures can walk into a tunnel and appear at the other side without using any additional movement, making the tunnel function as a 2-way portal. The tunnel lasts for 10 minutes or until a creature uses their action to fill in one side of the tunnel.
Slasher: When rolling damage against a creature, you can choose one creature being damaged and cause the void to swirl around them, gashing them with the voids energies and letting you sacrifice one of your damage dice to apply these wounds, for the next minute the creature targeted by this takes extra damage of the same type that caused this equal to  half of the damage rolled (rounded up). These wounds last for 10 minute or until the creature is fully healed.
Barrager: As an action, you can periodically form a flesh-like cannon along you arm and fire a spore from it to any space within 30ft you can see, the cannon disappears after firing and creates a 15ft radius of sporous smoke on the spores impact. the smoke lasts for 1 minute and you can make a ranged attack of opportunity on any creature that enters or moves 10ft within the smoke. Anything within the smoke is heavily obscured and you suffer no disadvantage when making attacks against creatures within the smoke
Isolator: When making an attack or forcing a saving throw against a creature that is not within 10ft of one of their allies, you can gain advantage on the attack or force disadvantage on the save, This can be used once per turn and equal to your Proficiency Bonus per Short Rest

Void Delver Image

Comments

Posts Quoted:
Reply
Clear All Quotes