Warlock
Base Class: Warlock

those who take this pact make a pact with the void, becoming voidborne (psyker). those who are voidborne are one with the void and thus can cast spells that are void like. they need not use too much, have a chance to have one of the perils happen:

01–05 The Gibbering: The Psyker screams in pain as uncontrolled warp energies surge through his unprotected mind. He must make a Wisdom save(10) or take 1d6 psionics damage.
06–09 Warp Burn: A violent burst of energy from the warp smashes into the Psyker’s mind, sending him reeling. He is Stunned for 1d4 Rounds.
10–13 Psychic Concussion: With a crack of energy the Psyker is knocked unconscious for 1d4 Rounds and everyone within 15 feet must make a Wisdom save (10) or be Stunned for a Round.
14–18 Psy-Blast: There is an explosion of power and the Psyker is thrown 10 feet into the air, falling to the ground (see page 210 for Falling Damage).
19–24 Soul Sear: Warp power courses through the Psyker’s body, scorching his very soul. The Psyker cannot use any powers for one hour and gains 5 Corruption Points.
25–30 Locked In: The power cages the Psyker’s mind in an ethereal prison. The Psyker falls to the ground in a catatonic state. Each Round thereafter, he must spend a Full Action to Test Willpower. On a success, his mind is freed and restored to his body.
31–38 Chronological Incontinence: Time warps around the Psyker. The character winks out of existence and reappears in 1d10 Rounds (or one minute if you’re using Narrative Time).
39–46 Psychic Mirror: The Psyker’s power is turned upon him. Resolve the power’s effects as normal but the power targe ts the Psyker instead. Should the power be of benefit, it instead deals 1d10+5 Energy Damage to the Psyker and t he beneficial effect is cancelled. Armour offers the Psyker no protection against this Damage.
47–55 Warp Whispers: The ghostly voices of Daemons fill the air within 4d10 metres of the Psyker. Everyone in the area (including the Psyker) must make a Hard (–20) Willpower Test or gain 1d10 Corruption Points.
56–61 Vice Versa: The Psyker’s mind is thrown out of his body and into another nearby creature or person. The Psyker and a random being within 50 feet swap minds for 1d10 Rounds. This may include fellow Acolytes, or even enemy combatants. Each creature retains its Weapon Skill, Ballistic Skill, Intelligence, Perception, Willpower, and Fellowship during the swap, but gain the other Characteristics of the new body. Should either body be slain, the effect immediately ends. Both beings are strangely revolted by the process and are unable to meet each other’s gaze for some time afterwards. Each gains 1d5 Insanity Points for the experience. If there are no creatures within this range, the Psyker must make a Willpower Test or become catatonic for 1d4 Rounds whilst his mind wanders the warp and gains 1d6 psionics damage.
62–67 Dark Summoning: A Lesser Abomination pops into existence within 15 feet of the Psyker for 1d10 Rounds or until it is slain. It detests the Psyker and trains its attacks on the fool that summoned it.
68–72 Ethereal Storm: All sentient creatures (including the Psyker) within 50 feet take 1d10 psionic Damage that ignores Armor.
73–78 Blood Rain: A psychic storm erupts, covering an area of 30 feet. In addition to whipping winds and raining blood , any Psychic Powers used in the area automatically invoke the Perils of the Warp for 1d5 Rounds.
79–82 Cataclysmic Blast: The Psyker’s power overloads, arcing out in great bolts of warp energy. Anyone within 10 feet of him (including the Psyker) takes 1d10+con psionics Damage and all of the Psyker’s clothing and gear are destroyed, leaving him naked and smoking on the ground.
83–86 Mass Possession: Daemons ravage the minds of every living thing within 1d20 feet for 2d10 Rounds. Every character in the area must Test Willpower at the start of their Turn. A failed Test indicates that the character must spend his entire Turn fighting off the attack and counts as helpless. Characters that also fail the Test gain 1d5 Corruption Points.
87–90 The Surly Bonds of Earth: Reality buckles and all gravity within 1d12 feet reverses for 1d10 Rounds. All creatures and unattended objects begin to lift off the ground at a rate of three feet per Round. At the end of this time, reality asserts itself and everything comes crashing down, likely dealing Damage to all those affected.
91–99 abomination harbinger: The Psyker must immediately pass a Wisdom save (18) or be possessed by an abomination and become an abomination harbinger! Create an Unbound abomination harbinger that will immediately attack. Only the destruction of the abomination harbinger will free the Psyker (though he may die anyway if his body is destroyed in the process). If the Psyker does somehow manage to survive this result, he automatically gains 2d8 necrotic damage.
100 void Feast: A rift in reality is torn open and the Psyker is sucked into the void with a little burping noise. He is no more.

 

the standard amount of void spells one voidborne can handle is 10 (+ con modifier ) times. then a peril must be done, unless it is reset by a long rest. the powers must be kept in check lest yee be over turned by the abyss. " let the eyes of the void speak, lest you see what should not be seen" all voidborne are few and far between most being a mixture of chaotic or lawful people. may your gods protect you and your pact hold, for those consumed by the powers of the void never are the same

class features:

lvl 1: Entropy Blast, Darkvision


 

lvl 6: Entropy Field, void step


 

lvl 10: Void Imbuement, Summon lesser void pact


 

lvl 14: Void Amplification, Call of the void

Entropy Blast

1st level

Casting time:1 action
Range: 80 feet
Components: V, S, M
Duration: instantaneous

You create a sphere of raw entropy and toss it to a point within range. Each creature within a 15 foot radius centered on that point must succeed on a Strength saving throw as a massive blackened void tears through creatures within its range, dealing 7d6 force damage, halved on success. If a creature takes damage from this spell, their speed is halved until the end of their next turn.

adds 3 peril

Darkvision

If you have Darkvision, you can see in Dim Light within a specified range as if it were Bright Light and in Darkness within that range as if it were Dim Light. You discern colors in that Darkness only as shades of gray.

Entropy Field

4th level transmutation (ritual)

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (two magnets wrapped in silver wire)

Duration: Instantaneous

 You cause gravity to magnify and increase heavily in an 80 foot cube centered on a point within range. While within the cube, a creature’s jumping distance is halved, if a creature is flying within the cube at the start of each of their turns they must succeed on a Strength saving throw or be knocked prone and immediately fall 30 feet, and if a creature attempts to get up from being prone they must first succeed on a Strength saving throw or fail to stand up.

Void Step

open a pitch black portal into the void to teleport up to 30 feet to an unoccupied space that you can see.

adds 2 peril

 

Void Imbuement

10th level

5th level transmutation

Casting Time: 1 action

Range: Touch

Components: V, S, M (a drop of blackened silver worth 50gp which is consumed upon casting)

Duration: 1 minute

You coat a willing creature in void-like energy which borrows latent energy from the void and bolsters their kinetic and potential energy. For the duration you gain resistance to force damage, your speed increases by 10 feet, your jump distance is doubled, and at the start of each of your turns you gain temporary hit points equal to 2 times your spellcasting modifier.

adds 5 peril

Summon lesser void pact

summon a lesser void abomination to assist you in non-combat related actions, if it makes an attack it becomes an abomination and is no longer under your control, thus becomes an enemy, these creatures are small unformed masses to take shape of the casters imagination, but with added unnatural features, such as more eyes on random parts of the body (mainly the head or upper body), or extra useless limbs (mainly legs or arms of either similar creature type or not but will be the same size).

Void Amplification

14th level

7th level transmutation

Casting Time: 1 reaction

Range: 60 feet

Components: V, S, M (a crystal vial filled with a mixture of your blood and crushed diamond worth 450gp which is consumed upon casting)

Duration: Instantaneous

When a creature you can see within range, including yourself, casts a spell that deals damage, you can draw upon the potential energy of your magic and body to amplify the spell with dangerous efficacy. When you do so, you take necrotic damage equal to an amount of d8s equal to your total level which ignores resistances or immunities and cannot be reduced or mitigated in any way. Additionally if you amplify a spell of 3rd level, you immediately gain 1 level of exhaustion, if you amplify a spell of 5th level or higher you immediately gain 2 levels of exhaustion, if you amplify a spell of 7th level or higher you immediately gain 3 levels of exhaustion, and if you amplify a 9th level spell you immediately gain 4 levels of exhaustion. When you amplify a spell, instead of rolling damage the spell's damage is maximized, creatures have disadvantage on their saving throws to resist the spell, the targeted creature has advantage on their spell attack roll if it has one, and the damage dealt by this spell bypasses resistances and immunities.

adds 7 peril

Call of the void

This allows, for a short time, the caster to call forth a aspect of the void abaoination god they made a pact with to make one attack dealing 6d6 necrotic or psionic damage depending on what was used

table (roll 1d4)

  1. arm: the arm of the creature instead of the necrotic or the psionic damage does force damage in a shock wave.
  2. eye: this is the psionic damage variant of this attack, dc save is of the caster's spell save.
  3. mouth: lets out a fog of pure miasma that deals the necrotic damage.
  4. abomination: summons an abomination instead of the pact deity, it is unstable and will fight all that is near, for it does not recognize any as its master.

adds 10 peril

 

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