Base Class: Ranger
The Voidwalkers act as the harbingers of death, keeping a balance between the world of the living and the world of the Abyss. Their abilities are focused on stealth and movement while dealing out attacks at extreme ranges like tactical nukes. Their incredible power and stealth abilities, however, come at the cost of agility. Many of their abilities take full actions to perform, meaning that the power of their attacks is often delayed and requires continued attention. You also gain the ability to enter the Shadow Plane, the gateway to the Abyss. There, you can move between hiding places and conjure phantasmal weapons made of shadows.
Voidwalker Archetype: Abyssal Flower
As a beginning Voidwalker, your title changes to "Abyssal flower". This is the lowest rank in the Voidwalker conclave, but it grants you benefits. You begin to explore the abilities of a Voidwalker, learning to interact with the Shadow Plane. You may choose one of the options below as a feature. At level 3, you gain darkvision up to 30 feet. If you already have darkvision, increase its range to 90 feet. You may also learn one additional (above the standard number for rangers) spell from the Voidwalker list at levels 3, 5, 9, and 13, and two at level 17. Your speed also decreases by 10.
The Voidwalker Spell list is as follows:
- Minor Illusion
- Greater Invisibility
- Shrouded Step (homebrew)
- Phantasmal Killer
- Seeming
- Voided Strike (homebrew)
Art of Ambush
On your first turn of combat, you gain +10 speed and, if you use an attack action, you gain a second attack. You also gain a +2 modifier if you attempt to hide on the first turn of combat.
Art of Shadows
You gain +2 on dex checks when attempting to hide, and enemies roll at disadvantage when searching for you. Darkvision no longer helps enemies find you, and doesn't have an impact on whether you can hide.
Explorer of the Void
At level 7, you reach the second rank in the Voidwalker Conclave and your title changes to Explorer of the void. You experience the shadow realm more frequently, especially after learning shrouded step (homebrew spell) at level 5. This allows you to explore the abyss. The terror you experience there grants you proficiency on wisdom saves and your experiences allow your eyes to adapt further, extending your darkvision to 120 feet. If you passed through the Shadow Plane on your last turn, add 1d8 to your damage roll. This only works once per turn.
Soldier of Shadow
11th level. As your experience in the Voidwalker Conclave grows, you gain the title "Soldier of Shadow". As a soldier of shadow, your experience in the Shadow Plane grants you the ability to remain there for extended periods. If you cast shrouded step you can, twice per short rest, remain in the shadow realm for your turn before casting shrouded step again, for free, to return to the overworld. While in the Shadow Plane, you cannot interact with the overworld. You can, however, communicate simple thoughts and ideas with people you know well, see (through darkvision only) and hear what happens in the overworld, and cast Fear at no cost.
Tactical Strike
13th level. Your training in the arts of stealth has rewarded you with an exceptional ability to hide. Your deep cover prevents enemies from seeing you or noticing you while you're about to attack, allowing you to roll for sneak attacks at advantage. By passing through the Shadow Plane, you can store the Call of The Abyss (booming blade but with psychic dmg) to unleash on your next turn. When you do, your attack becomes enshrouded in darkness, which clings to enemies for the duration of their next turn.
Master of the Abyss
15th level. You have mastered the arts of the Voidwalkers, and you now wield the power of the abyss at the highest caliber. You are respected among Voidwalkers and now have the ability to channel the Abyss into your attacks. By passing through the Shadow Plane, you can take the power of the Abyss with you. By charging Abyssal power, you can also wield spectral arrows. If you remain hidden and do not attack for two turns, and passed through the Shadow Plane during your last turn, your next attack casts Call of the Abyss (see tactical strike). You also charge one spectral arrow. The spectral arrow follows in the shadow of the real arrow and deals an additional 1d8 piercing damage and 2d8 psychic damage. If you charge your spectral arrow for three turns while hidden and not attacking, it deals 2d8 piercing and 3d8 psychic damage. If your enemy is frightened, they take an additional 1d6 psychic damage every turn they are frightened.
Penumbral Divinity
17th level. By meditating on the edge of the Abyss, you have gained transcendental power. Voidwalkers revere you as a manifestation of the Abyss, and you exist in a state known as penumbral divinity. In this state, You channel the power of the Abyss with every attack, turning all standard piercing, slashing, or bludgeoning damage into force damage. All attacks add an additional 1d10 force damage. If you have remained hidden and not attacked for three turns, and passed through the Shadow Plane during your last turn, charge three spectral arrows, dealing a total of 3d8 force damage and 6d8 psychic damage. If your target is frightened, they take an additional 5d10 slashing damage as their fear manifests as pain.
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