Wizard
Base Class: Wizard

Wizards within The School of the Void are looked upon with fear and despair, Through years of study and peering into the sheer expansive empitness of the void takes a number upon your soul and body. 

As a Wizard that uses Void Magic, you use spells that let you destroy the souls of your foes, you can also create dark singularities to crush their physical forms. 

Twisted manifestations of darkness and malice bombard the wizards during their sleep over the years of exposure to the void their minds slowly begin to crack and they descend into madness.

Choosing this School gives wizards a new unique spell list. Shown below:

1st Level - Void Bolt, Nether Grasp

3rd Level - Dread Orb, Necrosis Lance

5th Level - Void Warp, Void Bulwark

7th Level - Void Storm

9th Level - Ruination

Void Research

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a void spell into your spellbook is halved.

Void Lash

At 2nd level, you gain the ability to lash out at nearby hostiles with tentacles of void energy, Enemies within 10ft of you need to make a Dexterity saving throw against your spell save DC, on a failed save the target is considered restrained. On a success the ground around the target is considered difficult terrain.

Dread Augmentation

Starting at 6th level, you can store magical energy within yourself to later empower your void spells. In its stored form, this energy is called Dread Augmentation. You can store a maximum number of Dread Augmentations equal to your Intelligence modifier (minimum of one). Whenever you successfully restrain a target with Void Lash you gain an additional Augmentation.

Whenever you finish a long rest, your number of Dread Augmentations resets to one. 

Once per turn when you deal damage to a creature or object with a void spell, you can spend one charge to deal extra force damage to that target. The extra damage equals half your wizard level + Proficiency bonus.

Upon hitting a target with void spells, You reduce the total movement of your target by half.

Void Morph

Starting at 10th level, You Twist and Morph the powers of the void, channelling the power into your hands before slaming your hands into your chest, you gain the ability of darkvision out to a range of 60 feet. If you already have darkvision, Morphing your anatomy increases its range by 60 feet.

You also Gain resistance to Psychic, Necrotic and Thunder damage.

Alternatively, if you are falling regardless of height you can use your power over the void to stretch towards you and slowly bring you to the ground. 

Assimilation

At 14th level, Tendrils of void energy lash out in all directions up to a range of 30ft each target hit must make a Dexterity saving throw against your spell save DC, every target that fails is considered restrained. 

Each target that is wrapped in void energy takes 3D12 Necrotic damage every turn until they escape the grasping tentacles, Each target must make the Dexterity save every turn to try and escape.

For each target that is bound in this way you drain a portion of their soul, extracting 1d4 + proficiency bonus as temp HP, this HP turns into a dark and shimmering shield of void energy in front of you.

 

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