Wizard
Base Class: Wizard

You have developed a keen understanding of the Void, the vast emptiness inside of every being, world, and universe. As a practitioner of the Void Arts, you believe that there is a yearning inside all of of life that wishes to return to the nothingness of the Void. You use Void Magic, not as a means for war and combat, but more as a philosophical art, completing the cycle of life back to its original source. As a Wizard that uses Void Magic, you utilize abilities that let you erode the souls of your foes, or creating dark singularities to crush their physical forms into an impossibly small point in space.

Void Magic Savant

Beginning when you select this school at 2nd level,  you learn all Void spells innately and the gold and time you must spend to copy an Evocation spell into your spellbook is halved.

Void Magic Spells:

Nether Bolt

Nether Streak

Destructive Curse

Corruption

Corrosion

Festering Curse

Weakening Curse

Soul Reave

Beginning when you choose this school at 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the kill is from one of your Void damage over time spells.

Flow of Destruction

Beginning at 6th level, when you cast a spell on a target creature, you can choose to cast a Void Magic spell of 3rd level or lower at the target creature using your bonus action. Using your Void spell in this way does not expend a spell slot. You regain the ability to use this feature after you finish a Short Rest.

Beginning at 11th level, you can use this ability twice, regaining uses on a Short Rest.

Void Burst

Beginning at 10th level, your Damage over Time spells can now cause critical damage. For every damage die from a Damage over Time spell that rolls max damage, you may roll an additional damage die. Additionally, if an enemy creature is attempting to forcibly remove your active spells from a target through any means, magical or otherwise, they do not end but instead transfer to the creature attempting to remove the spells.

Dark Singularity

Beginning at 14th level, any creature that dies from your Void spells explodes and then implodes into an impossibly small point in space, leaving behind any magic items it had on it. Any large or smaller enemy creatures within a 30ft radius must succeed on a Strength saving throw (DC is 8 + your proficiency bonus + your Intelligence modifier) or be pulled 10ft toward the center of the singularity. The singularity lasts for 1 minute. Large or smaller enemy creatures coming into or starting their turn within 15 feet of the singularity must succeed on a Strength saving throw or be pulled 5 feet towards its center. Any enemy creature that starts its turn within 5 feet of the Singularity receives the spell effects from any of your Void spells that were active on the imploded creature at the time of its death. 

Previous Versions

Name Date Modified Views Adds Version Actions
12/7/2020 4:43:18 AM
7
0
--
Coming Soon
12/7/2020 6:16:55 AM
6
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes