Warlock
Base Class: Warlock

The Void is a power that has existed since the beginning of the world itself and it is located in a plane of its own creation. There it laid dormant for eons, undisturbed by everything that was happening around it. Now it has awoken, and through mortals it is spreading its power and influence through the other planes of existence with an agenda that few yet know. Warlocks who wield the Void can do things no one else can and their potential continues to grow along with their relationship with the Void, but can they withstand the call of the Void? Or will they be consumed by it?

Touched by the Void

As a token of your new partnership with the Void it grants you these new powers to wield on your adventures. 

Add an extra 1d4 to any attack roll and damage roll you make. The die is replaced with 1d6 at level 6, 1d8 at level 12 and 1d10 at level 18. When you use the dice for a damage roll the dice counts as Void damage and you double the roll. This ability can be two times and resets on a short or long rest. You can one extra charge of this ability whenever your die is replaced at a new level.

Designated dice in place of a spell slot:
• Level 1: 1d4
• Level 6: 1d6
• Level 12: 1d8
• Level 18: 1d10

Additionally, whenever you would cast a spell you can choose to roll the designated dice and take damage equal to your roll. In return you do not spend a spell slot to cast the spell.

Designated dice in place of a spell slot:
• Level 1: 1d4 + 1d6
• Level 4: 1d6 + 1d8
• Level 9: 1d8 + 1d10
• Level 11: 1d10 + 1d12
• Level 15: 1d12 + 1d20
• Level 19: 1d20 + 1d20

Rejuvenating Void

You are useful to the Void, and as such it will give aid in your time of need. If you get hurt, trust in the Void. If you are struggling, trust in the Void. After all, has it not helped you this far?

If either you or another creature goes below 1 hitpoint then you can use this ability to grant 1 hitpoint to said downed creature. For the rest of the turn, that creature cannot go below 1 hitpoint. This ability resets on a short or a long rest.

Also, whenever you make a successful attack roll, you can roll the designated dice and regain that many hitpoints. This effect can only be used once per round.

• Level 1: 1d4
• Level 4: 1d6
• Level 7: 1d8
• Level 11: 1d10
• Level 14: 1d12
• Level 17: 1d20

Enveloped by the Void

The powers granted to you by the Void continues to grow and at night you can feel a slight tug towards the darkness. The Void feels like it envelops your heart and slowly its thoughts are melding with yours. Through its influence your powers grow ever stronger. 

You gain the following abilites:
• Add an extra 1d10 Void damage whenever you make an attack. If you kill a creature then you can use 3d10 Void damage on your next attack.
• Take half damage from one attack once per turn as long as you are above half hitpoints.

Corruption of the Void

The true properties of the Void are starting to be revealed to you. The powers it bring can truly help you in achieving youe greatest desires, as long as it does not kill you first. 

Whenever you are rolling for damage you roll two extra dice depending on your level and deal that amount of extra Void damage. Whenever you deal Void damage you have to roll 1d20. If the result is anything from 2 to 7 you take Void damage equal to half of the Void damage you dealt. If the result is anything from 8 to 19 nothing happens. Rolling a 1 means you take Void damage equal to the Void damage you dealt. Rolling a 20 means you can heal yourself or someone else equal to half the Void damage you dealt.

Designated dice for Void damage:
• Level 10: 1d4 + 1d6
• Level 12: 1d6 + 1d8
• Level 15: 1d8 + 1d10
• Level 17: 1d10 + 1d12
• Level 20: 1d12 + 1d20

When someone would take damage then you can use your reaction to take that damage instead in the form of Void damage. This ability can be used three times and resets on a short or long rest.

Ravaging Void

Your connection with the Void has grown stronger then even the Void itself had expected. As such, it has given you greater power then ever before in hopes that you may soon reach your true potential. 

You gain the following abilites:
• Roll 1d10 whenever you roll for an attack and take damage equal to your roll + your charisma modifer.
• When you make a successful attack you roll 1d20 and heal equal to your roll + your charisma modifier.
• If you get knocked unconscious then you can roll 1d4. If the result is a 1 then you gain 1 hitpoint.

Previous Versions

Name Date Modified Views Adds Version Actions
4/16/2024 8:53:30 PM
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7/25/2024 9:57:20 PM
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