Cleric
Base Class: Cleric

The Void Domain clerics are servants of the ancient and incomprehensible Eldrazi, channeling the chaotic and destructive energies of these cosmic horrors. These clerics are both revered and feared, their powers capable of warping reality and unleashing devastation. They are often solitary figures, drawn to places where the boundaries between worlds are thin, seeking to understand their eldritch patrons and unlock the full potential of their powers.

Void Domain clerics wield their power with a purpose, whether it be to protect the world from otherworldly threats or to bring about the end of reality as it is known. Their presence is marked by an unsettling aura, and their spells reflect the alien and terrifying nature of the Eldrazi. These clerics are masters of both protection and destruction, using their connection to the void to shield their allies and annihilate their foes.

Followers of the Void Domain walk a perilous path, constantly balancing the immense power they wield with the ever-present threat of corruption. Those who master this power are unmatched in their ability to manipulate the fabric of reality, making them formidable opponents and invaluable allies.

Eldritch Knowledge

When you choose this domain at 1st level, you gain proficiency in Arcana and one of the following skills: Deception, Intimidation, or Persuasion.

Deception

When you choose this domain at 1st level, you gain proficiency in Arcana and one of the following skills: Deception, Intimidation, or Persuasion.

Intimidation

When you choose this domain at 1st level, you gain proficiency in Arcana and one of the following skills: Deception, Intimidation, or Persuasion.

Persuasion

When you choose this domain at 1st level, you gain proficiency in Arcana and one of the following skills: Deception, Intimidation, or Persuasion.

Eldrazi's Touch

At 1st level, you can channel the void’s energy through your touch. As an action, you can touch a creature and force them to make a Wisdom saving throw against your spell save DC. On a failed save, the creature takes 1d10 psychic damage and is frightened of you until the end of your next turn. The damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Channel Divinity: Eldritch Wrath

Starting at 2nd level, you can use your Channel Divinity to unleash the destructive power of the void.

As an action, you present your holy symbol and invoke the name of your Eldrazi patron. Each creature of your choice within 30 feet of you must make a Constitution saving throw. A creature takes force damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that fails the saving throw is also pushed 10 feet away from you.

Void Armor

Starting at 6th level, you can use your connection to the void to create a protective barrier around yourself. When you are hit by an attack, you can use your reaction to gain resistance to all damage until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Eldrazi Strike

At 8th level, you gain the ability to infuse your weapon strikes with void 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 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Avatar of the Void

Starting at 17th level, you can channel the full power of the void, transforming into a terrifying avatar of the Eldrazi. As an action, you can assume this form for 1 minute. While in this form, you gain the following benefits:

  • You have resistance to all damage.
  • Your weapon attacks deal an additional 2d8 force damage.
  • You can use your Eldritch Wrath Channel Divinity feature as a bonus action.
  • You emanate an aura of dread in a 30-foot radius. The first time a creature enters the aura or starts its turn there, it must succeed on a Wisdom saving throw against your spell save DC or be frightened until the aura ends. A creature that succeeds on this saving throw is immune to the aura for 24 hours.

Once you use this feature, you can't do so again until you finish a long rest.

Void Domain Image

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