Warlock
Base Class: Warlock

You have made a pact with a being from the Void. The Void is often a general reference to that what resides within the realm of absence, the realms itself and any one being formed of this primordial emptyness. You might have formed this pact willingly, welcoming its sinister essence, or were you forced into a pact by the being you now call your patron?

Hex Warrior

This feature adds the ability to use Charisma for weapon attacks to the subclass. If you do not want this, this version of the void does not have this feature.

Expanded Spell List

The Void lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. 

Void Expanded Spells
SPELL LEVEL SPELLS

1st

Arms of Hadar, Cause Fear

2nd

Blur, Phantasmal Force

3rd

Hunger of Hadar, Phantom Steed

4th

Black Tentacles, Phantasmal Killer

5th

Contagion, Hallow

Paths of the Void

The Void is ever-lasting, ever-changing. And so are its Warlocks, whose bodies change with it. You are to choose the path you will walk: Harbinger or Prophet. Depending on your choice, the features you will get at 6th, 10th and 14th level change.

Path of the Harbinger

You have chosen the Path of the Harbinger. Your corruption affects you on a physical level, its effects most prominent on your body.

Path of the Prophet

You have chosen the Path of the Prophet. Your corruption affects you on a magical and mental level, its effects most prominent on magic and mind.

The Speech of the Void

Your connection to the Void has imprinted the olden language of darkness onto you. You can speak, read and write Dark Speech.

1st Level Feature

Your bond with the Void strengthens. You gain a new ability, depending on the Path you chose.

Darken Plane

A warlock of the Void possesses the ability to truly even the fight between him and an opponent. Channeling the power of the Void,  you can target a single creature within 5 feet of you, and warp you to a realm of the Void; the only beings present the target and  yourself. The terrain is 30 feet wide and in your image of the Void. Beyond a veil of darkness rests which cannot be traversed, as an impenetrable barrier blocks the way. In this abyssal arena no magical abilities work, including your own. You and your target are teleported back to your previous positions after a number of 5 turns. You can use this feature once per long rest.

Oblivion

You channel the eternal hunger of the Void, consuming the emotion of everyone in a 15 feet radius around you. Creatures in this radius gain advantage to being charmed and frightened, and the effects of exhaustion. Aditionally, they can add your Charisma modifier to the roll.

At 6th level, the range of this ability increases to 30 feet.

6th Level Feature

Your bond with the Void strengthens. You gain a new ability, depending on the Path you chose.

Harbinger of the Void

When you drop to 0 hitpoints, you can use this feature to keep standing for a number of rounds equal to your Charisma modifier, minimum of 1. If you reduce a creature to 0 hitpoints in this time, you regain hitpoints equal to a 1d4 + your Charisma modifier. Otherwise, you will fall unconsious. You don't roll death saving throws whilst this ability is active. Once you use this feature, you cant use it again untill you finished a long rest.

Summon of the Void

You tear a rift in space, summoning a spawn of the Void. You choose the aberration's type, which must be of challenge rating 10 or lower. The aberration appears in a unoccupied space you can see within range, and the aberration disappears when it drops to 0 hit points or when the spell ends. Roll initiative for the aberration , which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it. When using this feature, roll on the following table to determine what appears. Once you use this feature, you can’t use it again until you finish a short or long rest.

d6 Aberration summoned
1 Flying Horror
2 Dolgaunt
3 Spectator
4 Vampiric Ixitxachitl
5 Nothic
6 Star Spawn Mangler

Mark of the Hollow

Your connection to your patron's realm has seturated your body, its essence imbued in your very flesh as a golden mark. You gain resistance to either Necrotic or Cold. In addition, you gain darkvision up to 60 feet.

Cold

You gain Cold resistance.

Necrotic

You gain Necrotic resistance.

14th Level Feature

Your bond with the Void strengthens. You gain a new ability, depending on the Path you chose.

Terror of the Void

You delve deep into the abyssal magic your patron has granted you. As an action, you scour the depths of the Void, searching for a horror to bridge the realms. Roll a d20. On a fail, nothing happens. On a success, you summon a Star Spawn Seer. The Star Spawn Seer appears in a unoccupied space you can see within range, and disappears when it drops to 0 hit points or when the spell ends. You can use a bonus action to issue a mental command to the aberration, which will roll a Charisma dexterity save. On a fail, the Star Spawn Seer obeys your command. On a succes, it breaks free of your control, attacking the nearest creature. If you issue no mental command, it rolls the same save. On a success, it attacks the nearest enemy creature. Once you use this feature, you can’t use it again until you finish a short or long rest. 

Void Domain

Your essence now intertwined with the realm of nothingness that you draw your power from, you gain complete mastery of your realm. You gain another use of Darken Plane. When using your Darken Plane feature, your domain grows up to 60 foot in size. You can drag up to seven people you can see within 60 feet of you into your plane, and the number of turns you remain there doubles. Whilst there, your Cold or Necrotic resistance becomes an immunity, and you gain resistance to Force and Radiant damage. In addition, you can use a bonus action to switch the places of two creatures you can see, including you.

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