Base Class: Warlock
The Void claims those he deems worthy. Betray him and suffer dire consequences. The Void is fair, but vengeful. You betray him, he'll send someone else to find you.
Expanded Spell List
The Void lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
The Void Expanded Spells
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1st |
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2nd |
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3rd |
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4th |
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5th |
Light of Life
At 1st level, you gain the ability to channel void energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.
As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
Your pool regains all expended dice when you finish a long rest.
Darkness of Death
Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).
Void's Favor
At 6th level, your connection to The Void, allows you to serve as a conduit for the esoteric energies of space. You have the choice of gaining resistance to radiant damage or necrotic damage.
If you choose radiant when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.
If you choose necrotic when you cast a spell that deals necrotic or cold damage, you can add your Charisma modifier to one necrotic or cold damage roll of that spell against one of its targets.
Black Star Energy (Necrotic)
At 6th level, your connection to The Void, allows you to serve as a conduit for the esoteric energies of space. You gain resistance to necrotic damage.
When you cast a spell that deals necrotic or cold damage, you can add your Charisma modifier to one necrotic or cold damage roll of that spell against one of its targets.
White Star Energy (Radiant)
At 6th level, your connection to The Void, allows you to serve as a conduit for the esoteric energies of space. You gain resistance to radiant damage.
When you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.
Wormhole
Starting at 10th level, you can hold your breath indefinitely. Additionally, you gain the ability to create a number of portals equal to half your warlock level rounded down. These portals take 1 minute to create and are all linked to each other, as long as they're on the same plane of existence. You can spend one Pact Slot to instantly destroy one portal of your choice once per long rest.
Supernova
Starting at 14th level, the space energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of energy. You regain hit points equal to 1d8+your warlock level, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant or necrotic damage equal to 3d10 + your Charisma modifier, and it is blinded until the end of the current turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Previous Versions
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11/21/2022 5:36:48 AM
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