Base Class: Cleric
The Void is where you drain your powers from. Your patron is Shar, goddess of darkness and loss, and by her blessing that you could get powers from the emptiness. Clerics of the Void Domain are usually misterious, lone wanderes, and do not socialize very well. They were forged in the darkness, and brought up by the shadows from the infinity vacuum. Most of these Clerics went thru a terrible trauma, and therefore, opened space for the darkness to fill in.
Void Domain Spells
As a Cleric of the Void Domain, any radiant damage dealt with spells are actually antimatter energy. You gain the ability to cast the following spells:
Void Domain Spell
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CLERIC LEVEL |
Spells |
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1st |
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3rd |
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5th |
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7th |
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9th |
Void Improvements
When you choose this domain at 1st level, you gain proficiency with heavy armor and martial weapons. You can also choose to use the power of dusk to hide yourself, therefore, you have proficiency in the Stealth skill. You also have immunity against being blinded and resistance to any radiant damage.
Darkness Devout
Also starting at 1st level, your connection with The Void grants you a bonus 1d6 antimatter (radiant) damage to every meelee damage roll, or to any radiant damage dealt by a spell. This bonus grows up to 2d6 in level 9; 3d6 in level 13; 4d6 at the 17th level and 5d6 ate level 20.
Channel Divinity: Obscure Coalescence
Starting at 2nd level, you can use your Channel Divinity to focus a powerful and continuous bean with both your hands.
As an action, you concentrate void energy thru your holy symbol, channeling a deep black ray that affects a single target. That target must make a Constitution saving throw. On a failed save, the creature takes 3d10 antimatter (radiant) damage, and on a succesful one, half that damage. Any other enemy creatures must make a Wisdom saving throw against your spell save DC, and on a failed save, be frightened of you until the end of your next turn.
You can use this feature once between short rests. This number increases to 2 at level 10, and 3 at the 20th level.
Healer of the Inane
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell that restores hit points to a creature other than you, you regain hit points equal half the hit points regained by the creature.
Also, you can benefit from the darkness. Every turn, you can give up the extra antimatter (radiant) damage dealt by your attacks and convert them into hit points for you and your allies. You can also to choose to convert the extra damage in temporary hit points. If someone with these temporary hit points gets hit by a meelee attack, the attacker takes damage equals the temporarity hit points the target has. Converting and healing do not take any action.
Obliterating Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to decrease definetely the maximum hit points of the target. The maximum hit points are decreased by half the antimatter (radiant) damage dealt by your attacks. That value goes up to the full damage at 16th level.
At the 20th level, you can transform the stolen hit points in healing or temporary hit points for you and your allies.
Dome of Total Chaos
Starting at 17th level, you can heavilly summon power from The Void to create a dome of complete darkness. The dome has radius of 60ft, and you can choose up to 5 creatures not to be affected. Any other creature inside the dome must make a Wisdom saving throw, on a failed save, the creature takes 7d10 psychic damage and 7d10 antimatter (radiant) damage, and it is blinded and desoriented until the dome vanishes. On a succesful one, the creature takes half the psychic and all the antimatter (radiant) damage and is just desoriented.
You can drain enough power to maintain the dome for two turns, but you need to be concentrated, and cannot cast any other spells, but can make meelee attacks. Any meelee attack count as a Opportunity Attack if the target is blinded. You can use this feature once per long rest and the activation of the dome takes you an entire turn.
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