Cleric
Base Class: Cleric

Void Domain

"All things shall come to an end. This is not a threat, this is a promise. A promise you should take solace in, for the inevitable finality of the Universe is the only truth that you can adhere to in the times to come." 

-The post-script found in a letter of warning to an unknown leader- the only piece of literature to survive the ruins of an unrecorded, ancient city.

In the beginning, there was nothing. The empty expanse of Wildspace - the Void - has long preceded the ideas of existence, mortality, and divinity. The primordial power of emptiness can be found everywhere, but is unable to be sensed directly because the touch of the Void can only be felt in absence; this includes the absence of light (darkness), order (chaos), sound (silence), energy (entropy), and matter (destruction). Some scholars believe that the Void's direct influence on the universe manifests similarly to a black hole pulling at the fabric of space-time in its ceaseless endeavor to fill that which cannot be filled. 

The deity primarily known for their dominion over the Void is one who was birthed by it- Shar, Lady of Loss. Although she normally only provides divine spells to evil clerics, she has been known to grant spells to her lesser-known Chaotic Neutral clergy who venerate her Void-aligned qualities over her more malicious ideals. Other worshipped entities who associate with the Void include: Null, the Dragon God of Death; Entropy, the Great Nothing; Bolothamogg, Him Who Watches from Beyond the Stars; Acamar, the Corpse Star; and Tharizdun, the Chained God.  Most people view the Void as evil by default due to its destructive nature and the deities who associate with it. However, Clerics of the Void know that this is not truly the case: the Void is something far older than the feeble concepts of "Good" and "Evil." It is the knowledge that all of creation shall inevitably return to the Void from whence it came. And in the End, just as in the beginning, only the Void shall remain. 

Void Cleric Quirks

At your option, you can pick from or roll on the Void Cleric Quirks table to create a quirk for your character.

d6 Quirk
1 You've seen a glimpse of the End and now everything else seems less serious. You now have an odd sense of humor or serenity, especially amidst dire situations. This may also apply to interpersonal relationships, much to others' chagrin.
2 Patience is virtue, a virtue you find to be most helpful when your whole ideology revolves around waiting for the End of all things. Others may find your inaction and perceived laziness to be infuriating, but you are simply waiting for things to inevitably deal with themselves. Which may happen to take a few hundred years.
3 Although the End is inevitable, you seek to bring it about sooner rather than later. You relish the opportunity to cause collateral damage and you see every act of destruction, no matter how small, as a way to honor the Void.
4  There is a hunger inside you that cannot be sated. You've grown accustom to your ravenous appetite and find it now only manifests when you can finally eat something; an event onlookers find truly disturbing - or fascinating.
5  You have a hole somewhere on your body that slowly pulls in loose objects within a foot of it. You may choose to try and cover it, thwarting its attempts entirely, or keep it as some sort of reminder or point of fascination.
6 Horrifying, distorting, 'Oh Gods, why is their mouth like that? How is it even doing that? Why isn't there anything inside?', odd things happen when you sleep. You prefer to sleep away from others to minimize questions in the morning.

Void Domain Spells

Cleric Level Spells

1st

chromatic orb (manifesting as different colored stars), mage armor

3rd

misty step, pass without trace

5th

counterspell, hunger of Hadar

7th

dimension door, ice storm

9th

cone of cold, teleportation circle

Feed the Void

Starting at 1st level, you gain the ability to call upon the fragment of the Void growing within you to redirect and absorb projectiles directed towards you and your allies.

When you would take ranged damage from any source, you can use your reaction to give yourself, as well as any creatures of your choice within 5 feet of you, resistance against this instance of damage. 

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

In addition, you learn the Ray of Frost cantrip. This counts as cleric cantrip for you and doesn't count against the number of cleric cantrips you know.

Empty Inside

Starting at the 1st level, you feel an emptiness in your body and spirit that resonates with the subtle, yet omnipresent, influence of the Void. As the Void within you grows, your eyes - the windows to what's become of your soul - become opaque, black orbs speckled with the faintest glimmers of distant starlight. You gain darkvision.

You also discover that your new-found lightness is both a blessing and a curse: you gain advantage on Stealth checks, but disadvantage on Strength saving throws. 

Channel Divinity: Unveil Creation

Starting at 2nd level, you can use your Channel Divinity to tear a hole in in the fabric of existence, creating a rift that reveals the underlying Void at a point you can see within 60 feet. The rift itself is no larger than a quarter, and remains open as long as you maintain concentration, up to 1 minute.  Although the rift is not large enough to drag a creature through, the Void is still able to pull at the fabric of space-time surrounding the rift, creating a gravitational zone of influence of difficult terrain that extends 20 feet from the rift in all directions. 

Any creature that enters the rift's zone of influence for the first time on their turn or starts their turn there must make a Constitution saving throw against your Spell Save DC or be pulled 10 feet towards the rift and have their movement set to 0 until the end of their turn. 

Any creature or object that comes into direct contact with the rift takes 1d10 force damage and finds themselves partially exposed to the vacuum of the Void, causing them to be deafened, incapable of casting a spell that includes a verbal component, and immune to thunder damage for the duration they remain contact with the rift. The force damage damage increases by 1d10 when you reach 5th level(2d10), 11th level (3d10), and 17th level (4d10).

Loose objects move 10 feet towards the rift at the end of each round. Any creature or object reduced to 0 hit points by Channel Divinity: Unveil Creation is annihilated, along with any nonmagical items it is wearing or carrying.

Otherworldly Presence

Starting at the 6th level, your connection to the Void has warped your form in alien ways, granting you the basic survival modifications required to survive in the vacuum of space. With the darkness of space upon your eyes, extremities, and even within your lungs; you find that you have received the following boons:

You no longer need to breath. You gain the ability to cast spells without verbal components, although the somatic action of moving your mouth is still required to convey your magic. This allows you to cast spells underwater, in a vacuum, or in a zone of silence; but does not allow you to cast spells requiring verbal components when inhibited via a gag or similar circumstance. 

You can levitate a few inches above the ground at will. This does not grant a flight speed, but it does allow you to walk on liquids, as well as ignore ground-based difficult terrain and pressure plates. Additionally, this extra boost allows you to add your Wisdom Modifier when attempting to Long Jump or High Jump. This ability is disabled while you are knocked prone or unconscious. 

Potent Spellcasting

At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Event Horizon

Neither sound, nor light can escape the ravenous maw of the Void. Your connection to the Void is strengthened, allowing your Channel Divinity: Unveil Creation to further influence the battlefield. 

The radius of the gravitational zone of influence for your Channel Divinity: Unveil Creation is increased by 5 feet in all direction and absorbs all sound, causing all creatures within to be deafened, incapable of casting spells with a verbal component, and immune to thunder damage. Any creatures or objects that are directly adjacent to the rift are now considered to be in contact with it. 

Additionally, all creatures find themselves engulfed in darkness for the duration they remain in contact with the rift.

Previous Versions

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