Base Class: Warlock
Every culture across the realms has its
own stories of what horrific things might
lurk in the dark, just outside of the light of
civilization. Of course, to an aspiring
warlock, the mysteries that haunt some
commoners aren’t something to fear; they
are an opportunity. Out in the darkest reaches of the woods, where light
cannot reach, some old folkstories tell of a being, two
big eyes in the night, summoned from its
extradimensional lair by the scent of kibble or the sound
of a can opening. That being is born of immense
darkness and power, although is not malicious in its
own right. It can be bargained with, and if a warlock
brings along the right mixture of salmon and turkey, the
Hungering Void might even sign a pact with them. For
those lucky few that do make a deal with the Void, the
powers of the shadows are theirs to claim.
Level 3: Feline Boons
Upon accepting the gifts and burdens of the Void, the
warlock is gifted with traces of feline wisdom and
senses
You gain advantage on Perception checks that rely on
smell, as well as advantage on stealth checks made in
dimly lit areas.
In addition, you have the spell Speak with Animals
prepared at all times, although it may only be cast as a
ritual in this way.
Level 6: Skitter away
The warlock begins to develop a oneness with the
shadows, able to dance just outside of enemy attacks.
When you are targeted by a melee or ranged attack, but
before the attack roll is made, you may use your
reaction to move up to 10ft in any direction. This
movement does not provoke attacks of opportunity.
Upon completing this movement, you have advantage
on dexterity saving throws and grapple checks until the
start of your next turn.
This ability may be used a number of times equal to
your Charisma modifier, and these uses are restored
upon a long rest.
Level 10: Claws Of Shadow
As the warlock’s connection with their patron
strengthens, the barrier between the void and their
reality weakens. As the warlock lashes out with
shadowy magic, the void’s claws pervade reality and
siphon just a bit of additional life from their victims
Once per turn, when dealing damage with a cantrip or
melee attack, you may add 1d4 necrotic damage to the
damage roll. This damage is increased to 2d4 if the
target is in dim light or darker.
When this effect is activated, you may heal an amount
equal to the bonus necrotic damage, or heal an ally
within 15ft the same amount.
Level 14: Consumed By The Void
As an action, you select a target creature you can see
within 60 feet. That creature must make a Charisma
saving throw against your Spell Save DC or be
teleported to the Hungering Void’s pocket dimension for
3 rounds.
While trapped in the pocket dimension, the creature
takes 3d6 points of necrotic damage and 2d6 points of
acid damage at the start of each of it’s turns. It has the
incapacitated condition until it returns.
At the end of the 3 rounds, if the target has more than
0 Hit Points remaining, it is returned to where it was
before being Consumed by the Void, or to the nearest
possible point if that is not possible. If the target is at 0
Hit Points, it is not returned, and is permanently
consumed. Any valuable items that were on the target
are returned to the party’s camp in 1d4 days, in the form
of a large hairball.
Once you use this ability, it cannot be used again until
you have completed a Long Rest.
This ability cannot be used against enemies
consisting predominantly of chocolate, grapes, or
onions. It would be bad for the Void’s tummy.
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Posted Jun 26, 2026i will say im trying to add a spell list but i am unaware of how