Base Class: Cleric
The Void is the absence of existence, the source of those that are not of natural origin. The Chimera is a divine monster that was created when enough of such creatures took their first breath where they did not belong. The disciples of The Chimera are constantly feeling its hunger as it seeks to consume and add more to itself. Most features of the Void Domain allow the clerics to feed on elemental or magical energy to boost their own powers through refilled spell slots or extra damage on weapon attacks. The Chimera seeks new disciples whose thoughts it corrupts into making them join its army. Void Domain clerics can therefore deal psychic damage to weaken the minds of the victims. Eventually Void Domain clerics will learn dimensional magic to move back and forth from the Void.
Void Domain Spells
1 – Absorb Elements, Arms of Hadar
3 – Darkness, Mind Spike
5 – Hunger of Hadar, Revivify
7 – Banishment, Conjure Shadow Demon*
9 – Greater Restoration, Scrying
*The Conjure Shadow Demon spell will instead conjure a void demon for The Chimera disciple.
Call of the void
When you choose this domain at 1st level, you gain darkvision at 90ft in dungeons and advantages on perception checks that rely on sight and smell.
Unholy
You only heal half the amount from cleric spells other than your own. Your healing and restoration spells leave a number of traces of The Chimera within the target equivalent to the level of the spell cast. At 3 traces, you can communicate with the creature telepathically. At 5 traces, the creature can feel the hunger of The Chimera and hears its voice. At 7 traces, the creature is compelled by The Chimera and has to pass a wisdom saving throw at your own DC to resist the effects. 9 traces combine within a creature to form a vestige. A creature with a vestige is a permanent disciple and slave of The Chimera. A long rest removes 3 traces.
Channel Divinity: Consume
Starting at 2 level, you can use Channel Divinity to call upon The Chimera to devour a victim on the brink of death.
It deals 1d8 + twice your cleric level in force damage. If the strike kills the target, you are healed by an amount equal to the excess damage and regain your spell slots. If the strike is not fatal, you take an equal amount of psychic damage.
Hunger
At 6th level, you can use a reaction and one instance of Channel Divinity to consume and negate a spell being cast within your vision. Alternatively, you can use an action and one instance of Channel Divinity to negate any spell effect. In both cases, you regain a spell slot equivalent to the level of the spell negated.
Greed
At 8 level, you gain the ability to heal from half the healing you apply to others.
Void Dweller
At 17 level, you can place portals to the void. The number of active portals you can have is equal to half your cleric level. You can spend an action to open a portal and access the void. Once in the void, you can travel to any portal to the mortal plane within a minute. With the exception of disciples of The Chimera, all creatures that spend at least one hour in the void take 8d6 psychic damage every hour
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