Base Class: Fighter
Voidwalkers are an exceptionally rare breed of fighters many believe to be nothing more than myth. Where their power originated is shrouded in mystery. Some say the first Voidwalker was forged through a dark, experimental ritual conducted by a cult of wizards testing the fringes of acceptable magic. Some claim the abilities these fighters employ were simply a gift from an unknown god. Wherever they came from, Voidwalkers are masters of manipulating the void energy found between dimensions. They slip through the seams of the universe tactically to traverse the battlefield unseen and unheard by the enemy. They can quickly strike out alone to silence unsuspecting enemies or move an entire team across an area instantaneously through dimensional rifts, giving them unrivaled control over positioning in a fight. By the time you see a Voidwalker in combat, its likely already too late.
Void Powered Weapon
3rd-level Voidwalker feature
As a bonus action, you can infuse one of your blades with void energy to empower your attacks. Any attack made with the empowered dagger, handaxe, sickle, arrow, or crossbow bolt causes targets to hear their own voice across dimensions and deals an additional 1d4 psychic damage for the duration of this ability.
This effect lasts until you complete a short or long rest or if you aren’t holding the weapon at the end of your turn.
This damage increases as you gain levels as a Voidwalker as shown below.
1d6 at level 7
1d8 at level 10
1d10 at level 15
Voices from the Void
3rd-level Voidwalker feature
In moments of high risk, your voice calls out to you from across dimensions to warn of incoming threats. These warnings give you a chance to dodge attacks made against you as you traverse the battlefield. As a result, any creature targeting you with an attack of opportunity has disadvantage on their attack roll.
Into the Void
3rd-level Voidwalker feature
Experience traveling through the void allows you to slip across dimensions and traverse the battlefield through a pocket dimension.
As a bonus action, you can phase-walk a distance equal to half of your movement speed. While phase-walking, you are unseen and unable to be targeted by attacks or take any damage. Phasing out of another creature’s range does not provoke an attack of opportunity.
You can use this feature a number of times equal to your Dexterity modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.
Dimensional Rift
7th-level Voidwalker feature
By combining your action and your movement, you can create a pathway through the void by placing a portal at each end. After linking the portals, you will be located adjacent to the second portal placed and unable to move for the remainder of your turn.
Each portal occupies an oval shape with a 5 ft. width, 7 ft. height, and 1 in. depth. You and your allies may use the rift as a means of instantaneous travel without using any movement. Enemies are unable to travel through the rift without your guidance. Allies may traverse the portal once per turn and you may traverse it twice per turn. The rift remains active for one minute.
This feature can be used twice before a short or long rest.
Void Jump
10th-level Voidwalker feature
By attaching a thread of void energy to a weapon with the thrown property, you can use your bonus action to travel through the void without using any of your movement. After void jumping, you arrive with the weapon in your hand and are able to remove it from the creature or object it is lodged in. You can teleport a maximum of 60 ft using this feature. Disadvantage is not imposed when throwing a weapon from its extended range while using this feature.
You can use this feature a number of times equal to your Dexterity modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.
Void Drop
15th-level Voidwalker feature
Skilled void manipulation allows you to open portals from a distance in a tactical manner to launch an offensive strike on the enemy.
As an action, you can open a portal below a single enemy within 60 ft. that would fit through the portal’s dimensions and an additional portal up to 30 ft. above the ground (limited but the height of the ceiling). The creature falls through the portal and crashes to the ground below. The creature must succeed on a Constitution saving throw equal to 10 + your Constitution modifier or take 2d6+2 damage for every 10 ft. they drop and be knocked prone. On a successful save, the creature takes half damage and is not knocked prone. The portals are not maintained beyond this action.
This feature can be used a number of times equal to your Dexterity modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.
Mastery of the Void
18th-level Voidwalker feature
True mastery of the void through extensive training has granted the following improvements to your void manipulation abilities.
Void Powered Blade: Two blades can be empowered by this effect. Empowering both blades uses a single bonus action.
Into the Void: You can now phase-walk a distance equal to your full movement speed.
Dimensional Rift: Your movement speed is doubled while placing the portals, allowing the rift to be twice as long.
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