Base Class: Warlock
Your patron travels beyond the bounds of known time and space and teaches you mysteries it learns in those travels.
Expanded Spell List
The Voidwalker 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.
Voidwalker Expanded Spells
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Nova Bomb
Starting at 1st level, you can use an action to draw upon void energy, shape it into a bomb, and launch it at a point up to 120 feet away. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 1d10 plus your warlock level force damage on a failed save, or half as much damage on a successful one. The sphere spreads around corners.
Once you use this ability, you cannot use it again until you complete a short or long rest.
You also choose one additional property for your Nova Bomb when you gain this feature. You can change your chosen property at the conclusion of a long rest.
Vortex: Your Nova Bomb leaves behind a vortex of void energy in the sphere number of rounds equal to your Charisma modifier. When a creature starts its turn in this vortex or enters it for the first time on a turn, it must make a Dexterity saving throw. It takes 1d10 force damage on a failed save, or half as much damage on a successful one.
Shatter: Your Nova Bomb is split into several smaller spheres which you can launch to different points within range. The number of spheres is equal to your Charisma modifier (minimum of 2). Each sphere has a 10 foot radius. A creature in the area of more than one sphere takes damage only once.
Lance: The range of your Nova Bomb increases to 300 feet and you add your Charisma modifier to its damage.
Lance
Your Nova Bomb’s range increases to 120 ft. and you add your CHA mod to the damage.
Scatter
Your Nova Bomb splits into a number of 10 foot radius spheres equal to your Charisma modifier.
Vortex
Your Nova Bomb persists for rounds equal to your CHA mod, doing 1d10 force damage per round or half on a passed DEX save.
Nova Grenade
Starting at 6th level, you can summon and use miniature versions of your Nova Bomb. You can launch a grenade up to 120 feet as a bonus action. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw against your spell save DC. A target takes 1d10 force damage on a failed save. A creature killed by this damage is disintegrated.
Your grenade gains a benefit from your Nova Bombs’s chosen additional property:
Vortex: Your grenade creates a vortex of a void energy in its sphere that lasts for a number of rounds equal to your Charisma modifier. When a creature starts its turn in the vortex or enters it for the first time on a turn, it must make a Dexterity save, taking 1d10 force damage on a failed save.
Shatter: You create a number of grenades equal to your Charisma modifier and each has a 5 foot diameter and must be launched at a separate space.
Lance: Your grenades become seeking bolts that never fully miss. Their range increases to 300 feet they deal half damage on a successful save.
You can use this feature a number of times equal to your Charisma modifier per short or long rest.
Walk in the Void
Starting at 10th level, you can choose an upgrade your movement ability.
Glide: You can add your Charisma score to the distance of your long jumps and for every 2 feet you move while long jumping, you only expend 1 foot of movement. When you make a long jump, you appear to be walking in the air.
Blinking Step: Once per turn you can expend up to 30 feet of movement to teleport that distance instead.
Blink Step
You can expend movement to teleport up to 30 feet.
Glide
You can add your CHA mod to your long jump distance and spend half movement when long jumping.
Energy Drain
Starting at 14th level, you gain a melee spell attack that saps energy from your targets and restores some power to your void grenade with that energy.
On a hit, a creature takes 1d10 force damage and you regain one usage of your grenade if it takes any of that damage.
Your Energy Drain gains one additional property of your choice. You can change this property when you change the property of your Nova Bomb.
Surge: When you hit a creature with your Energy Drain, your speed increases by 5 feet until the end of your turn and you gain the benefits of the disengage action.
Life Steal: When you damage a creature with your Energy Drain, you regain hit points equal to the damage it takes.
Soul Rip: When you kill a creature with your Energy Drain, you regain the usage of your Nova Bomb. You can regain its use in this way a number of times equal to your Charisma modifier per long rest.
Life Steal
When you damage a creature with your Energy Drain, you regain hit points equal to the damage it takes.
Soul Rip
When you kill a creature with your Energy Drain, you regain the usage of your Nova Bomb. You can regain its use in this way a number of times equal to your Charisma modifier per long rest.
Surge
When you hit a creature with your Energy Drain, your speed increases by 5 feet until the end of your turn and you gain the benefits of the disengage action.
Previous Versions
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8/25/2021 4:28:38 PM
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Posted Dec 2, 2021I was attempting to create subclasses like this, I’m glad I looked here first. I have a question though, the ability for Nova bomb indicates a range of 120’. Lance, indicates that the Nova bomb goes up to 120’. Is Lance permanently on?