Base Class: Warlock
The Void is an alternate dimension to the Material Plane. Many speculate it to be an afterlife for some, where souls go to wander for centuries on end before being consumed by the infinite nothingness. Sometimes having a divine or supernatural entity "ruling" over it. These entities are essentially chosen at random, generally taking thousands of years for one to disappear and another dozen thousand for a new one to come into existence. The dimension itself consists of several floating islands, depicting several chaotic scenes. If you are chosen to enter The Void, you'll see the past or present or maybe sometimes the future. If you make a pact with The Void and the entity calling the place their home, a mark will be burnt onto your left hand as a symbol of your pact.
The Void itself is sentient, choosing to bring discordant spirits into its realm instead of letting the Guardians of The Gates decide their fate. Ultimately having the spirits wander for what feels like an eternity for them to be swallowed by the infinite nothingness.
You can access The Void through the Natural World in many ways. However, spells like Gate do not let you travel to The Void. Instead, rituals must be preformed at certain altars for you to even catch a glimpse of The Void and its unnatural ruler. If The Void deems you worthy enough, it will appear to you in your dreams. Speaking to you. Drawing you closer to making a deal with it. Once the deal is struck, the day you die, your soul will go to The Void to wander like the other millions of souls before it.
Expanded Spell List
The Void grants you magical powers from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
The Void Expanded Spells
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1st |
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2nd |
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3rd |
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4th |
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5th |
Rune Points
Starting at 1st level, you've become entrenched with The Void. Capable of using "Runes" crafted out of Whalebone to enhance your spells or to enhance the powers The Void gives to you. To enhance any of your powers or spells, you require one free hand. You start out with 3 Runes that you can use and gain another Rune at 3rd, 7th, 9th and 15th level. You regain your Rune Points after a Short Rest.
Void's Twisting
The Runes you have allow you to modify your spells, abilities and other features The Void grants you to give you an extra effect or edit the way the ability itself works. You can have up to five different effects prepared and you can change what effects you have prepared during a Short Rest.
Acrobat
At the cost of One Rune Point, you gain advantage on Athletics or Acrobatics checks for 1 minute.
Arcane Bond
When you cast a spell that does not have a range of touch on an ally, you may spend 3 rune points to target 2 more allies.
Blink Assault
If you use any teleportation spell to teleport within 5 feet of an enemy, you can spend two Rune Points to make a Melee attack on one enemy within 5 feet of you. If the attack hits, the enemy must make a Strength saving throw with a DC of 8 + your proficiency bonus + either your Strength or Dex modifier. On a failed save, they are launched 20 feet forwards in the direction you are facing. On a successful save, the target is not launched.
Displace
Prerequisite: Arcane Eye spell is prepared
If you have Arcane Eye cast, you can teleport to where the Eye is located for one Rune Point.
Domino
If you cast Hunter's Mark on a Humanoid target, you can spend two Rune Points to inflict half of the damage the first target takes to another Humanoid target until either the spell ends or either target dies.
Exacting Aim
You can spend one Rune Point to gain a +5 to hit Bonus with any Ranged Weapon you are proficient with.
Greater Blink
When you cast the Blink Spell, you may spend two Rune Points to increase the range of where you may reappear to 30 feet.
Leech Cuts
When you make a Melee Weapon Attack, you can spend one Rune Point to restore HP equal to the weapon's base damage dice.
Swift Shadow
You can spend one Rune Point to move your full movement speed while prone
Void Armor
If you take damage, you can spend a Rune Point to halve the damage once.
Void Favor
When you cast a spell, You can spend two Rune Points to not consume a spell slot.
Void Rapture
If you charm someone using a spell, you can spend one Rune Point to knock them unconscious after the spell ends.
Windblast
When you make a Melee Attack with any weapon you are proficient with, you can have the target make a strength saving throw with a DC equal to 8 + your proficiency bonus + either your Dexterity or Strength bonus. On a failed save, the target is pushed back 15 feet and knocked prone. On a successful save, the target is only knocked prone.
Void's Blessing
At 6th level, the mark of your pact with the Void burns as you gain more power. You may choose one of two powers: Far Reach or Doppelgänger. These cannot be switched out during a Long or Short rest.
Doppelgänger
You create a duplicate of yourself that has the same stats as you. The duplicate can only run away from enemies but any enemies who were originally targeting you or within 10 feet of the Doppelgänger believe that the duplicate is the real you and will attack it instead. Enemies are not affected by Doppelgänger if they were more than 20 feet away from you when this feature was used. Creating a Doppelgänger requires the use of an action. The Doppelgänger disappears after 5 rounds. In addition, this feature benefits from the following powers you can use with Rune Points. You consume one Rune Point every time you use this feature.
Deadly Shade You can spend two Rune Points to have your Doppelgänger now attack enemies. You control the Doppelgänger. In addition, the Doppelgänger can use any powers you have.
Transposition You can spend one Rune Point to swap places with your Doppelgänger.
Far Reach
Far Reach lets you pick a spot within 40 feet and pull yourself there. If you jump before using Far Reach, you get sent flying an extra 5 feet. In addition, you may use Far Reach to grab onto ledges. Far Reach also benefits from the following abilities you may use with Rune Points. Every time you use Far Reach, you consume one Rune Point.
Pull Object Instead of pulling yourself to a new area, you may instead pull an object within 40 feet of you at the cost of 1 Rune Point if the object's size is Small or Medium, 2 Rune points if the object's size is Large or 3 if the object's size is Huge. You can choose whether or not you want to bring it into your hands or not.
Pull Person Instead of pulling yourself to a new area, you may instead pull one humanoid that is of Large size or lower within 40 feet of you at the cost of 2 Rune Points. The humanoid you chose gets pulled to 10 feet in front of you and takes 1d6 Bludgeoning damage.
Rune Crafting
At 10th level, you've studied the Runes heavily and have learnt how to make them. However, making them drains your essence for a brief period of time. You can lower your maximum HP by 6d6 to restore all of your expended Rune Points.
Bend Time
As the Mark of your pact burns more, you are granted a new ability by The Void. Stopping time may be a feat Wizards and Sorcerers are capable of, but being able to manipulate it to your will is something only someone blessed with the power of The Outsider can do. You can expend 3 Rune Points to manipulate time. While not in combat, time slows down to where anyone, bar whatever allies you allow to move within the Bend Time can react. You can still move at your normal speed but anyone you do not allow to move within the Bend Time can only move up to half of their movement speed. While in combat, you temporarily become the first in the initiative lineup. Out of combat, Bend Time only lasts for 30 seconds. In combat, it lasts 18 seconds. But it can be further manipulated by spending extra Rune Points. You cannot use Rune Crafting while in the effects of Bend Time. In addition, if you use Bend Time two or more times before a Short Rest, you are inflicted with one level of Exhaustion.
Stop Time For 3 Rune Points, time comes to a complete halt for 12 seconds in and out of Combat. You can allow anyone or anything to move within the stopped time. In addition, enemies are unable to move.
Lasting Bend Time Extend Bend Time's duration by 6 seconds at the cost of one Rune Point.
Previous Versions
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10/23/2018 12:32:32 PM
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6/25/2019 2:08:24 AM
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