Base Class: Sorcerer
The void is a wild and oft unpredictable force, writhing away at the bottom of the world. The only certainty about the void is that it will incessantly oppose the light. While its motives are unknown its force is unmistakable. The void will fight relentlessly, never truly able to be brought down, wearing away at their enemies until they tire or the void has learned all it needs to claim victory. A war of attrition made manifest.
The void has a certain potential when unified under one will, when not unified it will lash out indiscriminately and be oppressed by the light. When unified, however, it can seek out and challenge those that oppress it.
The void is unknown or outright detested by various other religious orders, the mystery surrounding it making it claimed as a wild card at best and a direct, anarchistic threat at worst. A crafty sorcerer of the void could use this established reputation to their advantage in terrifying locals and even higher ranking religious appointees.
The Void manifests itself in one of three ways. Each time you acquire a feature from this subclass, you must choose which way it manifests for you.
Stasis
A sorcerer stands atop a cliff, looking down. His hair is a liquid black with dark blue streaks. His hand raises upwards, and the figure standing at the bottom of the cliff is frozen in a bluish black darkness. The feeling that assails them is dark and cold, as if they were suddenly covered in a pitch black darkness from which no light could ever appear. The man atop the cliff turns around and strides away as the figure at the bottom of the cliff is consumed by the darkness of the Void.
Stasis is an energy type of the infinite Void, one of the three types. It is the darkness of the Void made manifest, the encroaching darkness that welcomes those not of the Void. Utilizing this energy type is to accept it into oneself, to wholeheartedly allow and embrace the darkness to encroach upon your psyche. This energy is extremely efficient and only really usable through specific conditions. Those conditions are ice and cold damage. They are able to emulate and affect creatures in a similar way to stasis energy, and make excellent conduits for such energy.
Strand
A woman, clad in armor reaches a hand out. The dark green, almost black energy coils around her wrist, connecting to a point on a nearby rooftop. She is yanked upwards, landing atop the building. Briefly, she floats as that same dark green energy coalesces around her. Then, they appear beneath her. Small, dark green beings made entirely of threads. They surge forth, acting as one entity and assail a foe, who is quickly unraveled into nothing. She reaches out again, getting pulled in a different direction.
Strand is the energy of creation present within the Void. Utilizing it is to utilize the weave of the world, causing devastating effects and unraveling opponents from the Void's weave. This energy allows for fluid movements and quick successive attacks. Enemies slain by this type of energy have their future, their potential fates stolen. One can utilize this to create threadlings. They consist of strand energy, held together by potential fates.
Ruin
An androgynous figure stands among a ruined battlefield. A sphere of swirling destructive black energy circles them, tearing up the ground and rubble even more than it already is. They appear to be in pain, likely from the sword wounds being pulled apart by the energy they are causing. The figure looks up toward the sky, as tears begin to fall from their eyes. "My sister's. I have avenged us, our family. This is the most I could do. It is time for me to be consumed as well, for my pact is complete." Then, they begin turning into ash, vanishing in the wind.
This is the energy of destruction, housed by the Void. Utilizing it causes the wielder pain and difficulty healing wounds. This energy is purely destructive and filled with immense, nigh uncontrollable power. Enemies slain by this type of energy are horrifically disfigured by the Ruin left by residue.
Void Manifestation
At 1st level, you choose one type of Void energy to Manifest. Stasis, Strand, or Ruin.
Void Manifestations
Stasis:
The cold, encroaching, ever-present energy of the Void. This is the energy of unfettered nothingness. When you choose this manifestation, your Ice spells gain the trait: Stasis Touched.
Whenever you cast a spell that deals Ice Damage, you can use a bonus action and choose to instead deal half damage and force that creature to become restrained until the end of your next turn. You can instead choose to forgo dealing any damage and instead cause the creature to become incapacitated until the start of your next turn, or until they take damage. Additionally, you gain the Elemental Adept (Cold) feat.
When you choose this manifestation, your hair turns Inky black and is tinged with midnight blue highlights.
Strand:
This is the energy of the weave, the Void's ability to create and manipulate the natural state of all realms and the world. When you choose this manifestation, you gain the ability to summon and use a thread of fate to maneuver around the battlefield.
As a bonus action, you can pull on the threads, summoning a thread-point within 60 ft of you. This thread-point can pull you up to 60 ft in any direction, and movement caused by this ability does not provoke opportunity attacks. Additionally, you can choose to connect the thread-point directly to a target within range. When you do so, make a ranged spell attack roll, on a hit, the thread-point connects to an enemy. While connected, you can cast spells with a range of touch, targeting the thread-point connected enemy.
These thread-points are ethereal and unable to be affected by any creature that is not born of the Void. When you choose this manifestation, your arms form green veins of energy, symbolizing your connection to Strand energy.
Ruin:
This is the energy symbolizing the Void's unfettered chaos and destruction. When you choose this manifestation, you are able to cause obscene levels of destruction using the energy of Ruin. However, doing so causes you to experience pain yourself, as this destruction does not discriminate against friends nor foe.
As a bonus action, you can choose to emanate a 10 ft sphere of horrific destruction, centered on you. Any creature that starts its turn in the sphere or enters the sphere must roll a constitution save, taking 1d10 necrotic damage and 2d10 force damage on a failed save, and half as much on a successful one. You can use this feature once per long rest and may expend a 1st level spell slot to activate it additional times.
When you choose this manifestation, your eyes glow with an ominous black hue and your fingernails are singed with a sinister purple light.
Attuned to the Weave
You have chosen to manifest the nature of the Weave, and the energy of Strand.
As a bonus action, you can pull on the threads, summoning a thread-point within 60 ft of you. This thread-point can pull you up to 60 ft in any direction, and movement caused by this ability does not provoke opportunity attacks. Additionally, you can choose to connect the thread-point directly to a target within range. When you do so, make a ranged spell attack roll, on a hit, the thread-point connects to an enemy. While connected, you can cast spells with a range of touch, targeting the thread-point connected enemy.
Emissary of Ruin
This is the energy symbolizing the Void's unfettered chaos and destruction. When you choose this manifestation, you are able to cause obscene levels of destruction using the energy of Ruin. However, doing so causes you to experience pain yourself, as this destruction does not discriminate against friends nor foe.
As a bonus action, you can choose to emanate a 10 ft sphere of horrific destruction, centered on you. Any creature that starts its turn in the sphere or enters the sphere must roll a constitution save, taking 3d10 Necrotic damage on a failed save, and half as much on a successful one. You can use this feature once per long rest and may expend a 1st level spell slot to activate it additional times.
Stasis Touched
You have first chosen to embrace the Void energy of Stasis.
Whenever you cast a spell that deals Cold Damage, you can use a bonus action and choose to instead deal half damage and force that creature to become restrained until the end of your next turn. You can instead choose to forgo dealing any damage and instead cause the creature to become incapacitated until the start of your next turn, or until they take damage. Additionally, You gain the Elemental Adept (Cold) feat.
Resistance of the Void
As magic flows through your body, it causes physical traits of the Void to emerge (DM and player Discretion). At 1st level, your Constitution score increases by one and you gain resistance to necrotic damage.
Additionally, your body is resilient and hardy. You are much harder to hit and detect. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier. You gain proficiency in the Stealth skill.
No Will in the Void
Starting at 6th level, Following each short rest, you can choose a different Void Manifestation.
Additionally, as a free action, you can spend one sorcerery point to change your Void Manifestation at will.
No Mind to Think
At 14th Level, You gain a second perk of Void Manifestation. This manifestation matches the one you choose from the Void Manifestation feature of this subclass.
Calamitous Ruin
The Ruin energy you can manifest becomes exceedingly potent and terrifying. Everyone within 30 ft of you while you are using the Aura of Ruin must succeed on a wisdom saving throw, or become frightened and unable to move towards you. Additionally, the 10 ft sphere centered on you becomes difficult terrain, and its radius increases to 30 ft.
Threadlings-Strand
Whenever an enemy dies within 60 ft of you, you can store their fate. You can store a number of fates equal to your charisma modifier. One of these fates acts a permanent familiar, as if summoned by the Find Familiar. To store fates, you must be Manifesting the Strand ability of this subclass. The number of fates stored carries over, but when you are not manifesting Strand, the Threadling Familiar is dismissed.
Additionally, as an action, you can unleash all currently stored fates, summoning a number of Threadlings equal to the number of fates you have stored. When you do so, you choose a number of targets equal to the number of Threadlings.
Threadlings are considered objects.They cannot be targeted, nor destroyed. After summoning them, they move 60 ft per turn until they reach the targets you have designated. Once they reach them, the target must succeed on a Dexterity saving throw, or fall unconscious, as they are unraveled from the Void's weave.
Wings of Stasis
You gain an extra Stasis Manifestation feature. Whenever you use your Stais Touched feature, you grow a pair of black ice wings, granting you a flight speed of 30 ft. Once created, these wings can be dismissed or brought back (no action required). They remain until you change your Void Manifestation.
No Voice to Suffer
Beginning at 18th level, you can freely change and swap your Void Manifestation feature. You may now have two active at one time, and if the features you select previously had requirements, they no longer do for you. Changing your Void Manifestation no longer requires a sorcery point, and becomes a free action that has no effect on the number of actions you can take per turn.
Additionally, as an action, you may choose to sacrifice a Void Manifestation to cause all creatures within 30 ft of you to make a Charisma saving throw. On failure, they become paralyzed, and can repeat the saving throw at the end of their turns. You may use this feature once per Void Manifestation, and Once you use it, you cannot use any features from the Void Manifestation sacrificed until you finish a long rest.
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