Base Class: Ranger
You become the void warping out of danger and attacking foes with varied and strange attacks based on gravity and dark energy
Void within
Your body becomes naturally apart of the void pulling in the life force of foes who die around you. When a hostile enemy dies around you a black orb of pure chaotic energy will orbit around you. This strange phenomenon is called a “Void Seeker Orb” these orbs have special properties and you will learn how to use them as you progress in levels
Void Seeker Orbs
In order to use your newfound void powers you must have a Void Seeker Orb you start with 3 after every long rest the only way to gain additional orbs is by being within 100 ft of a fallen foe your body will passively absorb their life force and convert it into the chaotic energy needed for 1 orb foes slain by your own hand will grant you all there power earning you 2 orbs, the amount of orbs you can carry is your lvl divided by 3 rounded down if that number is less than 3 you cannot carry additional orbs
Orb of persistence
You command one of your orbs to reside in your weapon of choice giving you advantage on attack for 18 secs if it is a ranged weapon you get void ammo for the duration that tracks your enemies making them difficult to dodge however if you have a melee weapon it will glow purple and for the duration you will be able to send shockwaves that track to your opponent up to 60ft for the duration
Orb of vanishing
Use your orbs to get out of tough situations command them to open a portal you can use to vanish for 30 ft as a reaction
Orb of siphoning
Restrained opponents can have their life force drained (1d12) and stored within your orb if you are 10ft away from a prone enemy when this happens your orb will glow green and can be taken for yourself or given to an ally but when they are green they are vulnerable the AC of the orb is 16
Orb of Chaos
Throw an orb at an opponent and leave them to the fate of the chaos energy roll a d4 do determine what effect they get
effect#1: Void nightmares, the chaotic energy plagues your opponents mind giving him horrible visions of his worst nightmares for the next 30 secs he must pass a saving throw of 16 or take 3d6s of physic damage
effect#2: void pressure, your opponent must pass a strength check at the beginning of his turn that starts at 18 and weakens with each turn by 2 when the check is failed he is knocked prone and cannot move the pressure last for 18 secs
effect#3: Void infection, your opponent becomes infected with chaos energy for 1 min if he dies in that time he will rise again as an aberration with a CR of 2 under your control
effect#4: Void singularity, your orb becomes a black hole sucking everyone in a 30ft radius into it then callapsing causing an explosion that does 6d10s plus 40 force damage
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