Warlock
Base Class: Warlock

You have made a pact with an entity from The Void Between Stars - a vast expanse of absolutely nothing: no heat, no matter, no life. What this entity is - or whether it is an entity at all - is a mystery. Perhaps it is a forgotten god that is the only being to call the Void home or perhaps you have made a deal with the Void itself and draw from its power directly.

Void expanded spells

The Void lets you choose from an expanded list of spells when you learn a new Warlock spell. The following spells are added to the warlock spell list for you

Void Adaptations

Starting at 1st level, your patron has bestowed upon you the abilities required to survive in the harsh and uncaring wasteland that is The Void Between Stars

  • You gain resistance to cold and force damage
  • You no longer need to breathe, eat, or drink
  • You have blindsight with a range of 10 feet
  • You can cast spells with a verbal component even if you are in an area where sound cannot travel (such as in the range of the Silence spell). You must still be able to move your mouth to do so, and must still speak the words aloud if you are able.

Enhanced Void Adaptations

Beginning at 10th level, your patron grants you more of the power one needs to thrive in the Void. You can use a bonus action to temporarily ignore gravity and inertia to move in unexpected and physics-defying ways. When you do, you magically gain a flying speed equal to your walking speed until the end of your next turn. While flying in this way you do not provoke opportunity attacks, and you double you carrying capacity as well as the weight you can push, drag, and lift.

Enter The Void

Starting at 14th level, you can use an action to send yourself into the Void. When you do so, you can force another creature you are touching to attempt a Charisma saving throw against your Spell Save DC. On a failed save, the target enters the Void with you. When a creature enters the void, ir must choose whether to hold its breath (see p.183 of the PHB).

The Void is the harshest of environments, unfitting to any sort of life, it is as cold as physically possible and there is no air, preventing sound from traveling. Additionally there are no solid surfaces except for those you bring there. The only movement possible in the Void is magical flight.

  • When a creature starts its turn in the Void, it takes [roll]2d10[/roll]
  • If a creature in the Void is holding its breath, it must attempt a Constitution saving throw at the start of its turn. On a failed save, the Void’s pressure tears the air out of the creature’s lungs, dealing [roll]2d6[/roll] force damage and causing it to run out of breath (See p.183 of the PHB).
  • At the end of each creature’s turns while it is in the Void, ir can attempt a Charisma saving throw. On a successful save, it leaves the Void.

You can leave the Void as a bonus action, but cannot do so if you brought a creature into the Void this turn. When a creature leaves the Void it reappears in the space it left or in the nearest unoccupied space if that space is occupied.

While there is a creature in the Void (including yourself) you have immunity to Cold and Force damage.

Once you bring another creature into the Void, you must finish a short or long rest before you can do so again.

Transfer to the Void

Starting at 6th level, you can redirect nearby energy and force harmlessly into the Void. When you or another creature within 60 feet of you takes damage you can use your reaction to grant that creature immunity to the damage. Once you use this feature, you can’t use it again until you finish a short or long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
2/3/2022 6:41:24 PM
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