Rogue
Base Class: Rogue

I am the Outsider, and this is my Mark. There are forces in the world and beyond the world, great forces that men call "magic", and now these forces will serve your will. Use this new-found power, my gift to you. Come find me.

- The Outsider

 

The Outsider. Some see him as a god to be worshipped. Others see him as a heretical influence to be purged at all costs. Whatever you may think of him, one thing is for certain: He is real, and he is watching.

Many have coveted the Outsider's mark. Many have performed rituals, made sacrifices, prayed constantly. Others have amassed wealth and power in the hopes to draw his pitch black eyes. These things are of no consequence to the Outsider. He chooses to mark those who he finds interesting.

And he finds you very interesting.

Maybe it's your resilience in the face of hardship. Maybe he knows of your ability to cause chaos. Maybe it's as simple as he likes you. You will never know. He appeared to you in your dreams and branded you with his mark. Now, you have access to abilities you could only dream of before. Don't disappoint him, now.

Avatar from dishonoured.wikia.com

This subclass is based on the video game series Dishonored. I do not own Dishonored or any of its associated names or brands, I just enjoy the games. 

Change Log

Version 1.1

  • Added Outsider’s Favour ability
  • Removed Apprentice ability
  • Changed avatar
  • Edited description
  • Void Magic: Reduced how many additional powers are gained upon level ups
  • Void Magic: Added prerequisite text
  • Void Magic: Increased requisite level for Doppelgänger, Mesmerise, Possession, Shadow Walk, Semblance, and Windblast to 6th level
  • Void Magic: Increased requisite level for Shadow Kill to 8th level
  • Void Magic: Removed Quickened Blink and Quickened Far Reach
  • Void Magic - Devouring Swarm: The Swarm of Rats now actually has the ability to devour corpses
  • Void Magic - Possession: Increased range to 30ft
  • Void Magic - Possession: Specified unavailable actions while possessing a target
  • Void Magic - Possession: Granted immunity to all damage except psychic while possessing a target
  • Void Magic - Possession: Increased duration to 10 minutes
  • Void Magic - Possession: While possessing a target, your racial abilities are replaced by that of your target as well as your STR, DEX, and CON scores
  • Void Magic - Possession: While possessing a target, you do not have access to any class abilities, including spells
  • Void Magic - Possession: Attack rolls all target host, but psychic damage is still dealt to you
  • Void Magic - Possession: Removed ability to add humanoids to Wildshape creature category
  • Void Magic - Possession: Edited snippet text
  • Void Magic - Possession: Edited the conditions in which the ability ends after taking damage
  • Void Magic - Blink: When using cunning action to dash, move in any direction and be invisible
  • Void Magic - Blink: Removed custom Blink action
  • Void Magic - Windblast: On failure, creatures are pushed back 10ft instead of 15ft
  • Void Magic - Windblast: Objects not being worn or carried and are lighter than 10 points are pushed back 15ft and take 1d4 bludgeoning damage
  • Void Magic - Windblast: Create harmless sensory effects
  • Void Magic - Shadow Kill: Creatures with Mark of the Outsider levels are immune
  • Void Magic - Far Reach: Use your cunning action to pull yourself to a point within your movement speed
  • Void Magic - Doppelgänger: Doppelgänger carries out psychically issued instructions, and will act under control of DM if none are issued
  • Void Magic - Doppelgänger: Specified doppelgänger’s identical appearance, clothing, equipment, weapons, ability scores, movement speed, proficiencies, saving throws, racial abilities, and class abilities
  • Void Magic - Doppelgänger: Doppelgänger has half your hit point maximum
  • Void Magic - Doppelgänger: Ability used half proficiency modifier
  • Void Magic - Doppelgänger: Required 5th level
  • Void Magic - Foresight: Added custom action
  • Void Magic - Foresight: Removed Arcane Eye
  • Void Magic - Semblance: Increased duration to 10 minutes
  • Void Magic - Semblance: Specified extent and illusory nature of disguise
  • Void Magic - Semblance: Limited to CHA modifier times per long rest
  • Void Magic - Semblance: Increased number of creatures immune to ability
  • Void Magic - Displace: Increased placement range to 60ft, teleport range to 120ft
  • Void Magic - Displace: Must be placed against a solid surface
  • Void Magic - Displace: Must be unobstructed path to marker to teleport
  • Void Magic - Mesmerise: Added custom action
  • Void Magic - Mesmerise: Removed Hypnotic Patter
  • Void Magic - Shadow Walk: Changed bonus to 1d4
  • Void Magic - Shadow Walk: Reduced usage to equal CHA modifier
  • Void Magic - Domino: Removed linked damage conversion to necrotic damage
  • Void Magic - Domino: Reduced usage to equal CHA modifier
  • Void Magic - Bend Time: Removed 10ft movement decrease
  • Void Magic - Bend Time: Reduced usage to equal CHA modifier
  • Void Magic - Stop Time: Reduced usage to once per long rest
  • Void Magic - Foresight: Reduced range from 60ft to 30ft
  • Void Magic - Summon Assassin: Increased use to half prof modifier
  • Mark Boon: Removed abilities that alter Void Magic abilities
  • Mark Boon - Protector: Reduce attack roll by 1d6
  • Mark Book - Protector: Must be in melee and wielding a melee weapon or shield
  • Mark Book - Lurk: Changed name from Thief to Lurk
  • Mark Boon - Lurk: Added Mark Quarry action
  • Mark Boon - Lurk: Removed Skulker feat
  • The Heart: Reduced range from 90ft to 30ft
  • The Heart: Changed Insight check against creatures to WIS save
  • The Heat: DC determined for locations by DM
  • Void Merge: Adjusted parameters for invisibility
  • Grammar and phrasing

Void Magic

The mark on your left hand grants you to access to mysterious power, drawn from a world outside of your own. 

At 3rd level, you may choose three Void Magic abilities. All Void Magic abilities that require an action to be used have a verbal and somatic component.

You may choose one additional power at 7th, 12th, and 16th levels. Additionally, when you gain a level in this class, you may choose one of the Void Magic abilities you know and replace it for another you could learn at that level. 

Bend Time

Required: 8th level in the Mark of the Outsider subclass

The power of the Void floods into your surroundings, slowing the flow of time for all but you. 

As an action, you slow time for the world around you. At the end of your turn, after using Bend Time, every other creature in the initiative order is skipped, allowing you to take another turn. Time remains slow until the end of your second turn. You still provoke opportunity attacks from enemies, which they take at disadvantage. 

Others with levels in the Mark of the Outsider subclass are not affected by this ability. Their turn is not skipped. 

You may use this ability a number of times equal to half your proficiency modifier per long rest. 

Blink

The powers of the Void propel you forward. 

When you use your Cunning Action to Dash, you may move in any direction not obstructed by a solid surface, and you are invisible for the duration of the Dash. 

Devouring Swarm

Draw the Void into the form of rats.

As an action, summon a Swarm of Rats anywhere within 30ft of you that you can see. The swarm acts directly after your initiative and carries out orders that you issue psychically (no action required). If you issue no commands, the swarm will take no actions other than to defend itself. The swarm remains for 1 minute, until you dispel it as a free action, or it drops to 0 HP.

If the Swarm of Rats reduces a creature to 0HP, you may choose to have the swarm devour the creature's corpse until the end of its next turn. A devoured creature's corpse is destroyed, leaving only the creature's equipment and weapons. While devouring a corpse, the swarm's movement speed is 0 and it is Incapacitated. 

You can use this ability 1 + Charisma modifier times per long rest. 

Displace

Use the magic of the Void to teleport to an anchor you have placed previously. 

As a bonus action, you can place a magical anchor on the ground, a wall, or a ceiling within 30ft of you that you can see. This anchor can only be seen by you, others with at least one level in the Mark of the Outsider subclass, and creatures with Truesight. It has no corporeal form, and creatures will pass through it easily. You cannot place this anchor in an Antimagic Field. The anchor will remain until you are more than 60ft away from it or you dismiss it (no action required). You can only place one anchor at a time. If you place a second anchor, the previous anchor will disappear. 

On a subsequent bonus action, you may teleport instantaneously to this anchor. You must be within 60ft of this anchor to initiate the teleport. There must be a path from you to your anchor unobstructed by walls, closed doors or windows, or Antimagic Fields. Any given point in the path must be at least 1 inch in diameter. There is no limit to the length that this path can be, as long as the path is unobstructed. The path may not take you further than 60ft away from the anchor. 

Alternatively, use an action to place an anchor and instantaneously teleport to that anchor. 

If you appear in the same space as another creature, the creature takes 2d8 force damage and is shunted to a space adjacent to you, and you take 1d6 force damage. If the creature dies from this damage, the creature will explode into pieces. 

Domino

Required: 8th level in the Mark of the Outsider subclass

Use the energy of the Void to link the life force of other creatures.

As a bonus action, choose three creatures within 30ft that you can see. Any damage inflicted on one of these three creatures is also inflicted on the other two creatures. 

This link lasts for 1 minute or until one or more of the linked creatures dies. 

You may use this ability a number of times equal to your Charisma modifier per long rest. 

Doppelgänger

Required: 6th level in the Mark of the Outsider subclass

Create a duplicate of yourself, sustained through the energy of the Void. 

As an action, summon a doppelgänger of yourself within 30ft of you. The doppelgänger acts on your initiative and will carry out instructions you issue psychically (no action required). If you issue no instructions, the doppelgänger will act under the control of the DM. The doppelgänger cannot talk, and will always work to help you and your allies. 

The doppelgänger is completely indistinguishable from you. It looks like you, it has the same non-magical clothing and equipment as you, and has non-magical duplicates of any magical items you possess. It has the same ability scores, movement speed, proficiencies, saving throws, racial abilities, and class abilities as you, and can carry out any action, bonus action, or reaction that you can that do not require magic. The doppelgänger has hit points equal to half your hit point maximum.

The doppelgänger's creature type is construct. It remains for 1 hour, until it drops to 0HP, or you dismiss it (no action required).

You can use this ability a number of times equal to half your proficiency modifier per long rest. 

Far Reach

Manifest the Void as tendrils.

You may use your Cunning Action to manifest tendrils from your arm. Choose a point within a distance equal to your movement speed, and use the tendrils to pull yourself to that point. This point may be on a wall or ceiling, but if there is nothing for you to hold on to or stand on, you will fall. 

Foresight

Scout ahead in spirit form. 

As an action, enter a spirit form separate your body for 1 minute. While in this spirit form, you have a flying (hovering) speed equal to your walking speed, you are incorporeal and invisible, you are immune to all non-magical damage, and resistant to all magical damage except psychic. Your body is blinded, incapacitated, and has a movement speed of 0. 

You cannot travel further than 30ft from your body in spirit form, as a magical link still binds your spirit to your body. You will be forcibly returned to your body at the end of 1 minute, or if your spirit form or your body takes any damage. 

You may use this ability a number of times equal to your Charisma modifier per long rest.

Greater Blink

Required: 12th level in the Mark of the Outsider subclass

Your Blink ability becomes stronger.

When you use your Cunning Action to Dash, you may move in any direction not obstructed by a solid surface, and you are invisible for the duration of the Dash. When you Dash in this way, you may move up to double your movement speed. If you end the Dash within 5ft of another creature, gain advantage on the next attack you make against that creature. 

Greater Displace

Required: 12th level in the Mark of the Outsider subclass

Use the magic of the Void to teleport to anchors you have placed previously. 

As a bonus action, you can place a magical anchor on the ground, a wall, or a ceiling within 60ft of you that you can see. This anchor is invisible to all creatures other than you, others with at least one level in the Mark of the Outsider subclass, and creatures with truesight. It has no corporeal form, and creatures will pass through it easily. You cannot place this anchor in an Antimagic Field. The anchor will remain until you are more than 120ft away from it or you dismiss it (no action required). You can only place one anchor at a time. If you place a second anchor, the oldest anchor will disappear. 

On a subsequent bonus action, you may teleport instantaneously to this anchor. You must be within 120ft of this anchor to initiate the teleport. There must be a path from you to your anchor unobstructed by walls, closed doors or windows, or Antimagic Fields. Any given point in the path must be at least 1 inch in diameter. There is no limit to the length that this path can be, as long as the path is unobstructed. The path may be longer than 120ft, but may not take you further than 120ft away from the anchor.  

Alternatively, use an action to place an anchor and instantaneously teleport to that anchor. 

If you appear in the same space as another creature, the creature takes 3d8 force damage and is shunted to a space adjacent to you, and you take 1d6 force damage. If the creature dies from this damage, the creature will explode into pieces. 

Greater Domino

Required: 12th level in the Mark of the Outsider subclass

The number of beings you can link with Domino increases.

As a bonus action, choose four creatures within 30ft that you can see. Any damage inflicted on one of these three creatures is also inflicted on the other two creatures. 

This link lasts for 1 minute or until one or more of the linked creatures dies. 

You may use this ability a number of times equal to your Charisma modifier per long rest.  

Greater Far Reach

Required: 12th level in the Mark of the Outsider subclass

The power of your Far Reach increases.

You may use your Cunning Action to manifest tendrils from your arm. Choose a point within a distance equal to double your movement speed, and use the tendrils to pull yourself to that point. This point may be on a wall or ceiling. When you reach the surface you are travelling to, you may choose to use the tendrils to cling onto the surface for up to 1 minute. During this time, the hand from which the tendrils extend is occupied by maintaining the connection to the surface. 

Additionally, you may use this ability to target another creatures. As an action, choose a creature within 30ft of you who is not behind cover must make a Strength or Dexterity saving throw (DC 8 + your Charisma modifier + your proficiency modifier). Upon failure, the creature is pulled up to 30ft towards you in a straight line and falls prone. 

You may pull a creature in this way a number of times equal to 1 + your Charisma modifier per long rest. 

Greater Pull

Required: 8th level in the Mark of the Outsider subclass

Your Pull ability increases in strength.

Gain the use of the Mage Hand cantrip. When cast this way, the hand is invisible, and can lift weight equal to your lift capacity

Mesmerise

Required: 6th level in the Mark of the Outsider subclass

Summon a Void Spirit to entrance your enemies.

As an action, summon a complex, abstract, geometric Void Spirit anywhere within 30ft of you that you can see. The three creatures closest to the Void Spirit within 15ft of it must make a Wisdom saving throw (DC 8 + proficiency modifier + Charisma modifier). Upon failure, the creature is entranced by the Void Spirit. While entranced, the creatures are Incapacitated, their movement speed is reduced to 0, they automatically fail Strength and Dexterity saving throws, and they can only perceive the Void Spirit. The creature may repeat the Wisdom saving throw whenever they take damage. Upon success, the creature resists the influence of the Void Spirit for 1 hour. 

Creatures who are not influenced by the Void Spirit may notice creatures who have been entranced acting strangely, and may use an action to shake an affected creature out of its stupor. 

The Void Spirit lasts for 1 minute, until you dismiss it (no action required), or until it is within an Antimagic Field or targeted by Dispel Magic. Creatures who have been influenced by the Void Spirit do not remember being influenced by the Void Spirit. 

You may use this ability a number of times equal to your Charisma modifier per long rest. 

The Void Spirit is invisible to all creatures other than you, those entranced by it, creatures with at least one level in the Mark of the Outsider subclass, or creatures with Truesight. 

Possession

Required: 6th level in the Mark of the Outsider subclass

Transform your body into an incorporeal form and inhabit the body of other humanoids.

As an action, force a humanoid you can see within 30ft to make a Wisdom saving throw (DC 8 + your Charisma modifier + your proficiency modifier). Your target must have a challenge rating or class level equal to or below your Rogue level. On failure, you inhabit and directly control their body for 10 minutes. For the duration of the ability, your Strength, Dexterity, and Constitution scores, racial abilities, movement speed, saving throws, resistances and vulnerabilities are replaced by that of your host. You also gain temporary hit points equal to the hit point maximum of your host for the duration of the ability.

Since you are controlling a body you are not used to, you are significantly limited in your faculties. For the duration of the ability, your movement speed is reduced by 10ft, you cannot undertake the Attack, Cast a Spell, Dash, Disengage, Dodge, or Grapple actions, and you do not have access to any class abilities that require an action to use, including spells. While inhabiting a host body, psychic damage is dealt to your hit points instead of your temporary hit points. Creatures with Truesight will perceive a translucent image of you occupying the same space as your host. 

This ability ends after 10 minutes have passed, you lose all your temporary hit points, or you choose to end the ability early as a bonus action. When Possession comes to an end, you appear in a space adjacent your host. Your host is then Stunned until the end of your next turn and does not remember anything from the time they were possessed. If this ability ends as a result of you being reduced to 0 temporary hit points, you take 1d6 force damage.

You may use this ability 1 + Charisma modifier times times per long rest. 

Constructs, undead, and creatures with at least one level in the Mark of the Outsider subclass are immune to this ability.

Pull

Your abilities enhance your mind, allowing you to influence the world without physically touching it. 

Gain the use of the Mage Hand cantrip. When cast this way, the hand is invisible, and can lift weight equal to half your lift capacity

Rat Whispers

Rats have an innate connection to the Void. Use your connection to it to interpret their whispers.

Gain the use of Speak with Animals. When cast this way, its casting time is a bonus action, and only rats are affected by the spell. 

Semblance

Required: 6th level in the Mark of the Outsider subclass

Steal the visage of another.

As an action, you may touch a humanoid. The humanoid must make a Wisdom saving throw. Upon failure, the humanoid falls unconscious. If the humanoid has class levels or a CR lower than your Rogue level, they automatically fail the saving throw. The humanoid will remain unconscious for the duration of this ability, unless shaken awake. 

If the humanoid fails the saving throw, for the next 10 minutes, you will look the same as the target of this ability, including height, weight, hair colour, facial features, hair length, colouration, and distinguishing characteristics. When you speak, your voice sounds like the target of this ability. These changes will not hold up to physical inspection. For example, if this ability makes you appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

Your illusory disguise will change depending on how the target of this ability looks. For example, if the target's face is cut while you are using this ability, the same cut will appear on the face of your illusory disguise. Similarly, if the target's clothes are damaged or removed while you are using this ability, the same changes will appear on your disguise. 

This effect ends after 10 minutes has passed, you dismiss the ability (no action required), or your target regains consciousness. After this ability is used on a target, whether the ability is successful or not, they are immune for 24 hours. 

You may use this ability a number of times equal to your Charisma modifier per long rest. 

Creatures of a different size to you, creatures with a different body shape than you (a creature with more than four limbs, for example), constructs, undead, and creatures with at least one level in the Mark of the Outsider subclass are immune to this ability.

Shadow Kill

Required: 8th level in the Mark of the Outsider subclass

Channel the Void into the bodies of those you kill.

When you kill a creature, you can choose to turn that creature's body and non-magical armour and equipment into ash, leaving no evidence of your kill.

Shadow Walk

Required: 6th level in the Mark of the Outsider subclass

Twist your body into a sliding mass of shadows.

As an action, you may begin Shadow Walk for 1 minute. While in Shadow Walk, your body becomes a black mass of writhing shadow. Add 1d4 to all Stealth checks made when in Shadow Walk. Your size becomes Small, and you are able to pass through gaps no smaller than 1 inch with ease.

You may use this ability a number of times equal to your Charisma modifier per long rest. 

Stop Time

Required: 16th level in the Mark of the Outsider subclass

Your Bend Time ability grows more powerful, ceasing the flow of time completely. 

As an action, you stop time for the world around you. At the end of your turn, after using Stop Time, every other creature in the initiative order is skipped twice, allowing you to take two more turns. Time remains still until the end of your third turn. 

For your Cunning Action, you may attempt to steal an enemy's weapon. Make a Sleight of Hand check against your target's STR score. Upon success, you remove your target's weapon from their hand. You cannot steal natural weapons this way.

Others with levels in the Mark of the Outsider subclass are not affected by this ability. Their turn is not skipped. 

You may use this ability once per long rest. 

Summon Assassin

Required: 8th level in the Mark of the Outsider subclass

Grasp and manifest the energy of the Void as an ally.

As an action, summon an Assassin to fight with you for up to 1 minute. The assassin appears entirely cloaked in shadow, even if it's in bright light. This assassin acts directly after your initiative, and carries out commands you issue psychically (no action required). If no commands are issued, it will take no actions other than to defend itself. 

The assassin’s creature type is construct. The assassin remains for 1 minute, until it drops to 0HP, or until you dismiss it (no action required).

You can use this ability a number of times equal to half your proficiency modifier per long rest. 

Void Gaze

The magic of the Void enhances your vision.

Gain Darkvision up to 60ft. If you already have Darkvision, extend it by 60ft.

Void Mists

Channel the Void into the air, making them dense and murky.

Gain the ability to cast Fog Cloud at will.

Void Strike

Channel the power of the Void into pure magical energy.

Gain the use of Eldritch Blast.

Windblast

Required: 6th level in the Mark of the Outsider subclass

Concentrate void energy into a gust of wind.

As an action, summon a gust of wind in a 15ft cone centred on you. Every creature caught in the cone must succeed on either a Strength or Dexterity saving throw (DC 8 + your Charisma modifier + your proficiency modifier). Upon failure, the creature is pushed back 10ft in a straight line and knocked prone. 

Objects that are not being held or carried and are no heavier than 10 pounds are pushed back 15ft and take 1d4 points of bludgeoning damage. 

Additionally, you may create harmless sensory effects using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in the breeze.

Mark Boon

At 9th level, your powers are growing substantially. You are powerful enough to gain a major boon to your abilities.

Choose one of the five boons. Once chosen, your boon is permanent. 

Boon of the Assassin

You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Boon of the Empress

You gain the use of Empress' Glamour.

When making a Charisma check, you may choose to roll at advantage. If you succeed, your target is oblivious to your magical influence. If you fail this check, your target will realise that you used magic to attempt to influence its mood and will become hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.

You may use this ability once per short rest. 

Boon of the Lurk

As a bonus action, you may pick a creature as your quarry. While you can see your quarry, you have advantage on ability checks when tailing or hiding from them. When the quarry leaves your sight, you will know which direction they are in but not how far away they are. You will have 1 minute to reestablish visual contact and maintain the quarry. If you fail to do so, the creature will no longer be considered your quarry. 

You may use this ability once per short rest. 

Boon of the Protector

If a creature within 5ft of you makes an attack against a target other than you, use your reaction to take 1d6 away from the creature's attack roll. You must be wielding a melee weapon or shield to do this. Additionally, if this causes the creature's attack to miss, inflict sneak attack damage on the creature. 

Once you have used this ability, you may not use it again until you finish a short rest. 

Boon of the Rags

Gain the ability to cast Find Familiar without material components once per long rest. When cast this way, your familiar may only take the form of Rat or Giant Rat.

The Heart

The Outsider has bestowed upon you a mysterious artefact called The Heart. It is a partially organic, partially mechanical device, possessed by a spirit. Add The Heart to your inventory. 

At 13th level, when within 30ft of a magic object that is not being worn or carried, the heart will glow and start beating slowly. The heart will glow brighter and beat faster the closer it gets to the magic artefact. When you pick up the magical artefact, it will stop beating and glowing. The heart does not reveal the location, direction, or quantity of magical objects. 

Additionally, when pointed at a creature you can see within 30ft, as an action, you may force the creature to make a Wisdom saving throw (DC 8 + your Charisma modifier + your proficiency modifier). Upon failure, the spirit within the heart will whisper to you a secret about that creature. Only one secret may be revealed this way, and when used on the same target again, the spirit will whisper the same secret. Upon success, the target is immune to The Heart's effects for 24 hours. 

If The Heart is not pointed at a creature, you may make a Wisdom (Insight) check (DC determined by the DM), to reveal secret or hidden information about the location you are in. Only one secret may be revealed this way, and when used in the same location again, the spirit will whisper the same secret. Upon failure, you cannot use this ability in the same location for 24 hours. 

You may uncover a secret using the Heart a number of times equal to 1 + your Charisma modifier per long rest.  

The DM determines the identity of the spirit in secret. 

If The Heart is stolen or destroyed, it will reappear in your inventory at the end of your next long rest. The Heart can also act as an arcane focus. 

Bone Charm

You learn to etch the power of the Void into charms of bone.

At 13th level, you can spend 8 hours crafting a Bone Charm. You or a creature of your choice can benefit from the charm, as long as it is in their possession. When you carve a Bone Charm, choose one of the following options:

  • Blindsight to a range of 60ft
  • Proficiency in Dexterity or Wisdom saving throws (choose when creating the Bone Charm)
  • Resistance to psychic, force, radiant, necrotic, or poison damage (choose when creating the Bone Charm)

Every time you use a Void Magic ability, you may change the effect of your Bone Charm if it is in your possession. 

When you carve a new Bone Charm, the previous one ceases to function. 

Outsider's Favour

The versatility of your magic has grown under the watchful black eyes of the Outsider.

At the end of a long rest, you may choose one of the Void Magic abilities you know and replace it for another you could learn at that level.

Void Merge

Your soul becomes one with the Void. 

At 17th level, you no longer need to eat, drink, sleep, or breathe to survive. You may still do these things, but you will not die if you fail to.
During a long rest, you must spend eight hours of minimal to light activity 
Once per long rest, if you fail a death saving throw, you may choose instead to succeed. 

When in dim light or darkness, you may use an action to become invisible. This invisibility remains until you enter bright light, or you hit another creature with a weapon attack or a spell that requires an attack roll or saving throw. 

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