Cleric
Base Class: Cleric

The Void consists of all the dark and forgotten places deep within the transitive planes. Deities who lay claim over the Void and its secrets -- including Sardior, the Raven Queen, Ghaunadaur, Shar, Selune,  and Hecate -- are few and far between. Clerics of the Void often serve the very essence of the transitive planes themselves. However, some clerics are unknowingly granted powers from mysterious entities forgotten by time. The Void is suffused with chaos: reality shifts and twists, the madness lurking within, gravity providing no bearings. As such, clerics of the Void tend to have sound, analytical minds and an unquenchable thirst for discovery. Clerics of this domain may seek to uncover hidden secrets, explore uncharted territories or manipulate gravity and reality itself.

Domain Spells

Domain Spells

Cleric Level     Spells
1st                  dissonant whispers, feather fall
3rd                  levitate, silence
5th                  fly, magic circle
7th                  banishment, dimension door
9th                  contact other plane, planar binding

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Void-Touched

Also starting at 1st level, your experience of the Void has gifted you the ability to speak, read and write Deep Speech and grants you proficiency in one of the following skills of your choice: Arcana, Investigation or Insight.

Arcana

You choose to have arcana proficiency from the Void-Touched cleric ability.

Insight

You choose to have insight proficiency from the Void-Touched cleric ability.

Investigation

You choose to have investigation proficiency from the Void-Touched cleric ability.

Channel Divinity: Gravitational Pull

Starting at 2nd level, you can use your Channel Divinity feature to affect the gravity around you.

As an action, you can present your holy symbol and create a 15 foot-radius sphere centered on you that attempts to pull entities in your direction. Enemies treat the area as difficult terrain and loose objects are slowly pulled in your direction. This aura lasts for 1 minute and moves with you.

While this effect is active, you can use a bonus action on your turn to target one creature or unattended object in the area and attempt to pull the target directly to you. Creatures must succeed on a Strength saving throw or be pulled to the nearest unoccupied space adjacent to you. Targeted objects are drawn directly into your reach.

Unleash the Depths

Beginning at 6th level, when you are subjected to mind-altering effects, you can temporarily assault the psyche of your attacker with visions from beyond.

When you are the target of an effect that requires a Charisma, Intelligence or Wisdom saving throw, you can use your reaction to subject the source creature to the untold horrors of the Void. The creature must make an Intelligence saving throw, taking 2d6 psychic damage on a fail. Constructs automatically succeed on the saving throw.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 psychic or force damage to the target. When you reach 14th level, the extra damage increases to 2d8. When you reach 17th level, the extra damage increases to 3d8.

Master of the Void

At 17th level, you've been blessed with finer control over gravity and your mind and body has been honed against the horrors of the Void. You gain a flying (hover) speed equal to your current walking speed and you gain resistance to force and psychic damage.