Rogue
Base Class: Rogue

The Voidweilder is gifted with an unexplainable mastery of the shadows. One day, while hiding from someone, you experienced a falling sensation back through what should have been a wall or the floor. Instead, you found yourself in another hiding spot entirely, one you were thinking about just as you began to fall. You eventually mastered this ability, now known as a voidwalk allowing you to melt into the shadows where you stand to a new location nearby. Through further experimentation, you eventually find the ability to store objects in this void, and can draw upon them by reaching into the darkest of shadows and picturing the object clearly. At the height of your mastery, you are able to walk into the void and find yourself in a small space that is entirely habitable. 

Void Jump

Beginning when you talk this subclass, you begin to feel an otherworldly tug towards a dark shadow in a room. While in that shadow, you fall backwards and reemerge in another shadowed spot nearby. You experiment and eventually master this ability, the Void Jump. An amount of times per day equal to the amount of Sneak Attack dice you have, you may use a shadowed area as a gateway to transport yourself to another shadowed area within 60 feet you can see or picture extremely clearly. This does not count as your movement. One Void Jump is restored upon a short rest. 

Void Sheathe

Beginning when you take this subclass, you gain the ability to store a single weapon that you have owned for at least 2 levels within the Void. Instead of wearing this weapon on your body, it is stored amongst the shadows. You may draw this weapon from the Void whenever and as many times as you so choose, so long as you have access to sufficient darkness to reach into the Void. You may change the weapon stored whenever you want, but if you have not had the weapon for the minimum amount of levels, it will be lost to the Void forever.

At 7th level and beyond, your first time drawing this weapon per combat, it deals an additional 1d6 necrotic damage, as the void has tainted the weapon in the best way. 

At 14th level and beyond, add an additional 1d6 necrotic damage to your first attack with this weapon per combat. 

Void Mastery

Beginning at 9th level, you have mastered all of Voidweilder skills you have known to this point.

You may spend two uses of Void Jump in order to hide within the void for up to one round in combat, or one minute outside of combat. 

You may bring other creatures through the Void with you. For each additional creature being brought through the Void, you must spend two uses of Void Jump (ex: you bring your elf companion with you through the Void. Your Void Jump costs you one use, and bringing the elf costs two uses, for a total of three.)

You now can store more than just your weapon in the Void. You have access to a small space carved out of the Void, one cubic foot in volume, where you may store anything. This is separate from the weapon you store in the Void. 

Void Realm

Beginning at 13th level, when outside of combat, you are able enter the Void through the deepest of shadows and find yourself in a large space that you have carved for yourself. The space is 10 cubic feet, and is habitable by creatures. This is now where you go when you spend Void Jump uses to hide, and you can stay in it much longer outside of combat. 

You find that objects left behind in this realm do not remain, as it is different from your storage realm. Many Voidweilders use this for mediation, interrogation, or something even more nefarious. 

Any creature that wanders past the boundaries of your realm will find itself wandering in the Void for eternity. 

Void Eternum

Beginning at 17th level, you are able to spend 9 uses of Void Jump to create a 25'x25' square of shadow on the ground. Each creature must make a Dexterity saving throw. On a failed save, the creature is transported into the Void, and is forced to wander aimlessly for eternity. 

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