Base Class: Rogue
One night you go to sleep and are visited by a being who appears to be a human male calling himself The Outsider. He tells you that he has been watching you and believes that you have the potential to be quite entertaining. He says he has been alive for longer than you can imagine and in that time has selected a handful of people to bear his mark. He has selected you. He offers you the power of the void, a force that once harnessed can manipulate and control the world around you. He asks for nothing in return, he is simply interested in what you will do with the power. You take his offer and are immediately branded with a mark on your hand.
With the powers of the void you will be able to manipulate space, time and the bodies of others, slowly growing and improving as you bond more and more with the void.
The Mark
When you choose this archetype at 3rd level, you gain the ability to cast powerful void spells to manipulate the world around you.
The Mark. You're offhand is branded with The Outsider's mark and is the source of all your power. The mark is appears as a tattoo on your hand and glows slightly whenever you use your void spells. All void spells have a somatic component requiring the use of your marked hand, so it must be empty and freely moveable if you wish to cast one.
Void Powers. You gain Blink I and one other void power of your choice, which are detailed under “Void Powers” below. These powers vary in strength, point cost, casting time and level requirements which is outlined in the table at the end of this section.
You gain an additional void power of your choice at 6th, 9th, 12th, 15th and 18th level.
Void Points. Your abilities require power from the void to use. You siphon this power from the void during your sleep and store it as void points. Your total number of void points is equal to your proficiency modifier + your charisma modifier. You regain all your void points whenever you take a long rest.
You gain 2 additional void points at 9th, 13th and 17th level.
Saving Throws. Some of your void powers require your targets to make a saving throw to resist their effects. The saving throw DC is calculated as follows:
Void Power save DC = 8 + your proficiency bonus + your Charisma modifier
| Void Power | Void Points | Casting Time | Level Requirements |
|---|---|---|---|
| Agility I | None | Passive | 3 |
| Blink I | 1 | Bonus Action | 3 |
| Void Gaze I | 2 | Bonus Action | 3 |
| Devouring Swarm I | 4 | Action | 3 |
| Windblast I | 5 | Action | 9 |
| Bend Time I | 6 | Action | 9 |
| Possession I | 6 | Action | 9 |
| Agility II | None | Passive | 13 |
| Blink II | 1 | Bonus Action | 13 |
| Void Gaze II | 2 | Bonus Action | 13 |
| Devouring Swarm II | 4 | Action | 13 |
| Windblast II | 5 | Action | 17 |
| Bend Time II | 6 | Action/Reaction | 17 |
| Possession II | 6 | Action | 17 |
Void Powers
At third level your first power must be Blink I.
Once you have chosen an ability you cannot change it unless the ability's upgrade is available, in which case, you need to replace the level I ability with the level II version.
Agility I
You are able to focus the power of the void into your body and improve its ability to absorb the force of a fall. You only receive half damage from falling.
Agility II
Your ability to focus the power of the void into your body has developed and you are able to channel this power to further increase your body's strength and agility. You gain proficiency in Athletics, if you already have proficiency you gain expertise instead. You take no damage from falls 40ft or less in height and receive half damage from falls above 40ft.
Bend Time I
This spell allows you to slow down time to 1/10th its speed but you are not affected. Once cast, all creatures except you are restrained. Additionally, when attacked by a creature restrained by this affect, you may add your Dexterity modifier to your AC an additional time.
This spell also impacts the environment around you making everything move at 1/10th its speed. Some examples of how this affects the world are below:
- A rushing river becomes gentle like a stream.
- A falling character floats down like a feather
- A crushing wall trap slows to give you more time.
The spell lasts until the end of your next turn.
Bend Time II
This spell allows you to stop time but you are not affected. When cast as an action, all creatures except you are paralyzed. Additionally, they automatically fail any and all saving throws that are a direct consequence of you and are unaware of anything that occurs while this spell is active.
This spell also impacts the environment around you making everything move at 1/10th its speed. Some examples of how this affects the world are below:
- A rushing river becomes a stagnant lake.
- A falling character hovers in mid air.
- A crushing wall trap stops moving.
The spell lasts until the end of your next turn.
Alternatively. You can cast this spell as a reaction. When cast as a reaction you pause the current turn and gain an additional turn immediately. During this additional turn, all creatures except you are paralyzed. Additionally, they automatically fail any and all saving throws that are a direct consequence of you and are unaware of anything that occurs while this spell is active.
The spell lasts until the end of the additional turn.
Blink I
This spell allows you to instantaneously move a distance equal to your movement speed to a location you can see. This location does not have to be on solid ground but must be unoccupied. If using this spell to move upwards, every 5ft of vertical movement costs 10ft of your total movement. The spell ends when you reach the targeted location.
While travelling using this spell you must move in a straight line directly from the starting point to the ending point, you cannot manoeuvre around objects. You can however, ignore all movement penalties or requirements (but not damage) that are normally present in the terrain, for example, if in the air, gravity does not affect you until the spell ends. Because the movement is instantaneous, you do not trigger reactions (such as an attack of opportunity), however, you do still trigger traps.
This spell can be cast as an action or bonus action.
Blink II
This spell allows you to instantaneously move a distance equal to twice your movement speed to a location you can see. This location does not have to be on solid ground but must be unoccupied. If using this spell to move upwards, every 5ft of vertical movement costs 10ft of your total movement. The spell ends when you reach the targeted location.
While travelling using this spell you must move in a straight line directly from the starting point to the ending point, you cannot manoeuvre around objects. You can however, ignore all movement penalties or requirements (but not damage) that are normally present in the terrain, for example, if in the air, gravity does not affect you until the spell ends. Because the movement is instantaneous, you do not trigger reactions (such as an attack of opportunity), however, you do still trigger traps.
This spell can be cast as an action or bonus action.
Devouring Swarm I
This spell allows you to conjure 8 Swarm of Rats to any empty squares within 15ft of you. They all share the same initiative as you. Each Swarm of Rats conjured by this spell are considered a creature in their own right and are not dependent on you to exist. They cannot be controlled and will simply follow their predetermined actions until they die. At the start of every turn each Swarm of Rats will:
- Target the nearest creature to them, ignoring the conjurer and allies of the conjurer. If none can be located, go to Action 5.
- Move to the creature if out of range.
- Attack the creature.
- Repeat Action 1.
- Hunt for a creature, ignoring the conjurer and allies of the conjurer. Once located, repeat Action 1.
If any Swarm of Rats are damaged by an ally, all swarms will consider that ally to be a potential target and will attack them if they are the closest creature. If any Swarm of Rats are damaged by you, all swarms will consider you and all your allies to be potential targets and will attack if any of you are the closest creature.
Devouring Swarm II
This spell allows you to conjure 8 Swarm of Rats to any empty squares within 15ft of you. They all share the same initiative as you. Each Swarm of Rats conjured by this spell are considered a creature in their own right and are not dependent on you to exist. They cannot be controlled and will simply follow their predetermined actions until they die. At the start of every turn each Swarm of Rats will:
- Target the nearest creature to them, ignoring the conjurer and allies of the conjurer. If none can be located, go to Action 5.
- Move to the creature if out of range.
- Attack the creature.
- Repeat Action 1.
- Hunt for a creature, ignoring the conjurer and allies of the conjurer. Once located, repeat Action 1.
Any Swarm of Rats damaged by an ally will consider that ally to be a potential target and will attack them if they are the closest creature. If any Swarm of Rats are damaged by you their hit points are immediately reduced to 0.
Possession I
This spell allows you to merge physically with any creature within 15ft that you can see, with an Intelligence of 5 or less. Your body and everything you are wearing and carrying merges into the creature but cannot be accessed for the duration of the spell. While possessing a creature, you have control of their body but cannot attack and are limited to the movement speeds of the creature. You also receive any and all damage that the host receives but you retain your own hit points. If yours or the host's hit points reach 0 the spell ends.
The spell has a maximum duration of 18 seconds but can be ended at any time as a free action. When the spell ends you are forced out of the body to an empty square within 5ft of the creature. If a space is not available within 5ft of the body then the spell will continue beyond its maximum duration until there is a space, at which point you are immediately forced out of the body into this space.
Once the possession ends, the creature will regain control of their body but will have no recollection of the possession or the events that transpired during it.
Possession II
This spell allows you to merge physically with any creature within 30ft that you can see. Your body and everything you are wearing and carrying merges into the creature but cannot be accessed for the duration of the spell. While possessing a creature, you have control of their body but cannot attack and are limited to the movement speeds of the creature. You also receive any and all damage that the host receives but you retain your own hit points. If yours or the host's hit points reach 0 the spell ends.
The spell has a maximum duration of 30 seconds but can be ended at any time as a free action. When the spell ends you are forced out of the body to an empty square within 5ft of the creature. If a space is not available within 5ft of the body then the spell will continue beyond its maximum duration until there is a space, at which point you are immediately forced out of the body into this space. If the creature has an Intelligence of 15 or higher they may make a Charisma saving throw at the point of the initial possession against your Void Power save DC. If the creature succeeds you are forced out of the body to an empty square within 5ft of the creature, if a space is not available you will return to your original square before you attempted to possess the creature.
Once the possession ends, the creature will regain control of their body but will have no recollection of the possession or the events that transpired during it and will be incapacitated until after your next turn.
Void Gaze I
This spell allows you to sense the presence of magic within 30ft. You can see a faint aura around any visible creature or object in the area that bears magic.
The spell can penetrate most physical barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, 3 feet of wood or dirt.
This spell lasts for 30 seconds and can be cast as an action or bonus action.
Void Gaze II
This spell allows you to sense the presence of creatures, traps and magic within 30ft. You can see a faint aura around any living creature in the area or any object that bears magic. You also gain advantage when checking for traps.
The spell can penetrate all physical barriers.
This spell lasts 30 seconds and can be cast as an action or bonus action.
Windblast I
This spell creates a sudden gust of air out in front of you in a 20ft cone. Any creature within the area of effect is pushed back until they are out of the area of effect or collide with a solid object that stops them moving further, such as a wall. Any creatures that collide with an object, or have another creature collide with them must make a Constitution saving throw against your Void Power save DC, if they fail they are stunned until the end of their next turn.
Windblast II
This spell creates a sudden gust of air out in front of you in a 20ft cone. Any creature within the area of effect is pushed back until they are out of the area of effect or collide with a solid object that stops them moving further, such as a wall.
Any creatures that collide with an object, or have another creature collide with them, must make a Dexterity saving throw against your Void Power save DC. On a failed save these creatures take 2d6 damage and are stunned for 1 turn per 5ft travelled or take half damage and are stunned for one turn on a successful save.
Any creatures that do not collide with an object must make a Constitution saving throw against your Void Power save DC. On a failed save these creatures are knocked prone.
Shadow Kill
At 3rd level your weapons gain the ability to channel the void directly into the creatures you attack, turning them to ash with the unfiltered power. When you land the finishing blow on a creature with an attack that has sneak attack damage applied to it, their body turns to ash and then disappears completely within 6 seconds. They leave behind their weapons, armour and any items they had on them, but leave no trace of the body.
Feel the Void
You gain the following feature at 9th level.
Your connection to the void grows and strengthens, giving you access to more of its power. You gain 2 additional void points and now have three more abilities to choose from: Bend Time I, Possession I and Windblast I.
Touch the Void
You gain the following feature at 13th level.
You no longer simply allow the power of the void to force its way through you but instead actively channel it, allowing you to cast your weaker spells with more powerful affects. Agility I, Blink I, Devouring Swarm I and Void Gaze I have all been replaced with their level II versions. You also gain an additional 2 void points.
Embrace the Void
You gain the following feature at 17th level.
You have now fully embraced the void and can no longer tell where you end and the void begins and have. With the full force of the void you can cast your most powerful spells at their full potential. Bend Time I, Possession I and Windblast I have all been replaced with their level II versions. You also gain an additional 2 void points.
Previous Versions
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10/10/2019 7:19:40 PM
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530
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10/10/2019 7:58:25 PM
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12
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1
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1.1
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Coming Soon
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