Base Class: Cleric
The void is a mysterious widely unknown place found beyond the stars, and it is said to be untouched by the gods of the multiverse. Clerics of the void have discovered some kind of connection to this outer realm, to the spaces between the stars and beyond. With this connection they learn of ways to use anti-magic to negate the magic of others connections to their deities and twist gravity to their whim. Most clerics of the void believe that the gods of the multiverse fear the void because their magic does not reach it, though this may make some clerics lean toward an evil alignment, most remain neutral in their journey to understand more about the outer limits of this place of unknown. However, a cleric of the void has in no way abandoned the gods, on the contrary. They seek greater understanding of the unknown, revering deities such as Azuth, Celestian, Deneir, Hadar, Mystra, Oghma, and Selûne in pursuit to that cause.
Domain Spells
1st-level Void Domain feature
You gain domain spells at the cleric levels listed in the Void Domain Spells table. See the Divine Domain class feature for how domain spells work. Additionally, you may cast spells from the Graviturgy magic class spell list, which are considered cleric spells for you.
Void Domain Spells
| 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 |
Eyes of the Empty
1st-level Void Domain feature
Peering into the vast empty has granted you certain features. You gain dark vision out to a range of 120 feet. Additionally, as an action you can see in magical darkness for 1 minute. You can only use this feature once between rests.
Increase/Decrease Gravity
1st-level Void Domain feature
Your connection to the void has given you a measure of control over the forces of gravity. You can touch one creature (which can be yourself) or object of large size or smaller as an action and magically change how gravity affects it for 1 minute. If you choose an object, you can choose to double its current weight or to make it weigh 1lb. If you choose a creature, it must make a Constitution saving throw, and is not affected on a success. If the creature fails the saving throw, you can choose to Increase or Decrease the gravity directly around it. The creature can choose to fail, but repeats a failed saving throw at the end of each of their turns.
Increase. The creature's speed is reduced by half, and it has disadvantage on Dexterity saving throws. If the creature failed the save by 10 or more, the creature is also knocked prone.
Decrease. The creature begins to float in place, they can move only by pushing or pulling against a fixed object or surface within reach.
You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Channel Divinity: Mass Dispel Magic
2nd-level Void Domain feature
You can use your Channel Divinity to unleash a blast of antimagic.
As an action, you present your holy symbol, and you unleash a blast of antimagic. All spells and magical effects within 30-feet of you that are of 1st level and lower are instantly dispelled. If the magic being dispelled requires a save, the save is equal to your spell save DC. Diseases, curses, and creatures created by magic are unaffected by this feature. After you reach 5th level, this feature dispels magic of 3rd level and lower instead.
Void Walk
6th-level Void Domain feature
You learn to create a pocket in the spaces between the realms. As an action, you magically create a pocket ethereal plane in a 30-foot radius sphere centered on you. When you do so, you and everything you are carrying arrive at the plane, which is hidden from the multiverse. The plane has glimmering lights scattered throughout it that resemble the greater cosmos.
While inside this plane, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything outside of the planes sphere. You and creatures in the spheres space on the plane you originated from cannot interact with each other, unless a special ability or magic has given them the ability to do so.
You ignore all objects, creatures, and effects that aren't inside of your pocket plane, allowing you to move through objects and creatures you perceive on the plane you originated from. Divination spells can't detect you while you are on this plane.
You can remain there up to a number of rounds equal to your Wisdom modifier (minimum of 1 round), you step outside of the spheres area of influence, or until you end this effect early (no action required by you). When the effect ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.
Once you use this feature, you must finish a short or long rest before you can use it again. You can use Void Walk twice between rests starting at 15th level.
Divine Strike
8th-level Void Domain feature
You gain the ability to infuse your weapon strikes with powerful gravitational force. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage. When you reach 14th level, the extra damage increases to 2d8.
Empyrean Pulse
17th-level Void Domain feature
You've mastered the ability to apply gravitational forces to your divine magic. When you cast a spell that has an area of effect, you can create a gravity orb at its center point. Creatures within 60 feet of this orb are pulled 10 feet closer towards it, which happens before applying the spell effects.
Previous Versions
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7/31/2022 8:55:24 PM
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