Base Class: Cleric
Prophet of the Strange
Sometimes clerics lose faith in the divine, and very rarely they get offered powers by something different than a god. A strange darkness offers them glimpses into a faraway realm, and power no divine domain would offer.
Strange power swells within clerics who embrace the domain of the Voidlands, it grants them visions into the pasts, present and future, guide them towards the dark doorway. For evil or for good, to corrupt or to empower, clerics of this domain do not know to what end they are guided. Those who serve the dark domains rarely do so out of blind faith, and even those who do - they have no delusion towards what kind of power they are serving. It is a power which was forbidden, a power which opposes the gods and the current cosmic order - it is an antithesis to both order and chaos, and its will shall be revealed.
Domain of the Voidlands
The dark dogma of the domain of the Voidlands offers both damnation and redemption, it represent the strange neutrality of the lost realm. It teaches:
- Self reflection - those who seek to judge must first be judged themselves as sinners with upon the sin and seek to punish other for the dark within their own heart;
- Condemnation - those who have have forbade the truth serve nothing but the greatest sin and it was the first sin, the greatest sin which have veiled the world in lies;
- Repentance - those who looked inward into their own soul and turned away from the first sin must be forgiven and offered to sit at your right side at the table of plenty.
Void Domain Spells
When you choose this domain at 1st level, you gain these domain spells.
Voidlands Expanded Spells
| Cleric 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 |
(to be added manually)
Disciple of the Void
On 1st level you gain ability to manifest a Slaad Tadpole minion for yourself.
Add your proficiency bonus to the minion's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your cleric's level, whichever is higher. Like any creature, the minion can spend Hit Dice during a short rest.
The Slaad Tadpole obeys your commands as best as it can. It takes its turn right after you in the initiative order. You can mentally command the minion where to move (no action required by you). You can use your bonus action to mentally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the minion takes the Dodge action.
If you are incapacitated or absent, your minion acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack.
If your minion gets killed or otherwise lost, you can conjure a new one over duration of your long rest.
Channel Divinity: Into the Void
Starting at 2nd level, you can use your Channel Divinity to temporary banish one creature of your choice.
As an action, you present your holy symbol and target a creature you can see within 30 feet of you. Targeted creature must succeed on a Charisma Saving Throw against your spell save DC or be banished into a strange dimension for 1 minute. After 1 minute the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
Void Mimicry
Beginning at 6th level, you gain ability to manifest a void-constructed copy of yourself. As an action you construct a copy of your base form in an unoccupied location within 10 feet of you. Any equipment you were wearing is copied onto your copy as non-magical versions of those items. This copy hit points equal to your cleric's level. Its turn comes immediately after yours in the initiative order. It have access to all of your class and racial features, however, it cannot cast spells or change forms, and it can only make one attack per turn.
This copy lasts for up to 1 hour or until it is reduced to 0 hit points, and then it disappears. All items it had or dropped will disappear along with the copy.
Once you use this feature, you will no longer be able to use it again until you finish a long rest.
Void Strike
At 8th level, you gain the ability to infuse your and your minion attacks with void energy. Once per round of combat, when or a minion summoned via your Disciple of the Void or Void Mimicry feature hits a creature with a weapon attack, then you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Void Prophet
With 17th level, prophetic vision and dark power start completely filling your mind, and grants you the power to morph your body. As an action you can transform into a Red Slaad for 1 hour or until you dismiss this transformation as a bonus action. Once you use this feature, you will not be able to use again until you finish a long rest.
While you are transformed, the following rules apply:
- Your game statistics are replaced by the statistics of a Red Slaad, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the Red Slaad has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours;
- When you transform, you assume the Red Slaad's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form;
- Your Claw attacks cannot infect creatures
- You can cast 4th level or lower spells. Transforming doesn't break your concentration on a spell you've already cast;
- You retain your ability to speak any language you know;
- You retain the benefit of any features from your class, race, or other source and can use them;
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the Red Slaad's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
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