Base Class: Sorcerer
Voidwalkers are very rare sorcerers, individuals who have been warped by the void and have sprouted magic because of it. The void is like all things of the universe, energy seen through a prism, or, more precisely, the lack of it. A fundamental force, the vacuum between the stars, between everything; the absence of all things. As such, those who are touched by it walk with an ever-lasting hunger, trying to fill that which is impossible to fill, the void they are connected to, hunger which derives from absence. Only sustenance can tame it, yet nothing will ever satiate it.
Voidwalkers are almost vampiric in their abilities, as the magic they command usually falls under necromantic, syphoning life. It ravages, it pulls from the existent and consumes it, insatiable and never satisfied, and with that, the voidwalker’s power grows, even more like itself, an emptiness magnifier. Some scholars have tied the power of the void to that of the shadowfell, but some think it’s the other way around. Beneath all the planes, all the worlds of light and matter lies the vacuum, the void, and it is the shadowfell that pulls its bleak power from the very essence of it, nothingness itself, and what leads to that. Death, and what comes after it, decay.
The power of the void can be hard to handle. It’s easy to pick up and use, but putting it down…it is addictive, your magic gets twisted with the unfathomable power of absence, constantly feeding into it and growing more powerful yourself. No matter how strong willed you are, if you stay with it for too long, you are not coming back.
Void Spells
You learn additional spells when you reach certain levels in this class, as shown on the Void Spells table. Each of these spells counts as a Sorcerer spell for you, but it doesn’t count against your number of spells known.
Note: If you have Xanathar’s Guide To Everything and the Player’s Handbook, Hunger of Hadar, Shadow of Moil, and Enervation are spells that fit better than some of the ones that are present on this list. Talk to your DM to change them.
Void Spells
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Sorcerer 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 |
Feed the Void
Starting at 1st level, your magic constantly consumes your enemies’ life force into the void you are connected to. When you reduce a hostile creature to 0 hit points, you regain hit points equal to your Charisma modifier. If you gain hit points this way and it would exceed your maximum number of hit points, you gain them as temporary hit points instead.
Entropic Blink
Also at 1st level, you are able to manipulate space around you to control where you exist and where you do not. On your turn, you may teleport to an unoccupied space you can see within a number of feet equal to your walking speed (no action required). If you move a number of feet that’s lesser than your walking speed, your walking speed becomes the difference between it and the number of feet you moved. Otherwise, your movement speed becomes 0 for the rest of the turn. You may use this feature once per turn, and whenever you teleport, if there's a creature within 5 feet of you, doing so provokes an attack of opportunity.
Devour
When you reach 6th level, you can consume a part of your own magic to temporarily become more powerful. As a bonus action on your turn, you may consume a spell slot that hasn't been expended. For 1 minute, you gain the following benefits:
- You gain a bonus to up to one damage roll of your spells equal to 1 + the consumed spell slot’s level.
- When you deal damage with a spell, you gain temporary hit points equal to 1 + the consumed spell slot’s level.
- When you reduce a hostile creature to 0 hit points, you gain sorcery points equal to half the consumed spell slot’s level (rounded down, minimum of one).
- When you reduce a hostile creature to 0 hit points, the duration of these benefits increases by an additional minute.
Once you use this feature, you can't do so again until you finish a short or long rest, unless you spend 4 sorcery points to use it again.
Absence Accelerant
At 14th level, you can tap into the void to make your spells more powerful. Whenever you cast a spell of 1st level or higher, you may spend sorcery points equal to 1 + the spell’s level (no action required). If you do, the spell counts as if it had been cast with a spell slot of 1 level higher (maximum of 9th). If the spell deals damage, you don’t roll for damage, you take the maximum possible amount instead, and you may have it deal necrotic or force damage (your choice).
Null Bomb
Starting at 18th level, you may unleash a devastatingly ravenous burst of the void itself upon your enemies. As an action, choose a point you can see within 60 feet of you. Space crumbles and folds onto itself in a 20-foot radius sphere of blackness centred on that point, and all creatures and object within it take 15d6 force damage. For 1 minute, the area becomes difficult terrain, and if a creature starts their turn within it, they take 6d4 necrotic damage. Additionally, no light, magical or otherwise, can illuminate the area, and creatures within it are blinded.
Once you use this feature, you can't do so again until you finish a long rest, unless you spend 10 sorcery points to use it again.
Previous Versions
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11/17/2022 10:59:02 PM
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49
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18
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