Divine Domain - Void Domain

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Divine Domain

In a pantheon, every deity has influence over different aspects of mortal life and civilization, called a deity’s domain. All the domains over which a deity has influence are called the deity’s portfolio. For example, the portfolio of the Greek god Apollo includes the domains of Knowledge, Life, and Light. As a cleric, you choose one aspect of your deity’s portfolio to emphasize, and you are granted powers related to that domain. Your choice might correspond to a particular sect dedicated to your deity. Apollo, for example, could be worshiped in one region as Phoebus (“radiant”) Apollo, emphasizing his influence over the Light domain, and in a different place as Apollo Acesius (“healing”), emphasizing his association with the Life domain. Alternatively, your choice of domain could simply be a matter of personal preference, the aspect of the deity that appeals to you most. Each domain’s description gives examples of deities who have influence over that domain. Gods are included from the worlds of the Forgotten Realms, Greyhawk, Dragonlance, and Eberron campaign settings, as well as from the Celtic, Greek, Norse, and Egyptian pantheons of antiquity.

Void Domain

Clerics who channel the Void are beyond the patronage of a deity: they are not infused with the power of a god, but with the hollow power of emptiness itself. Those who worship the Void quickly lose themselves, for to invite the Void is to invite destruction not only to the world, but to themselves. Clerics of the Void are, as a result, often emotionless and unreadable: using the power of emptiness for their own ends, but all eventually falling to the mindless goal of the Void itself, the absence of life and removal of all that is real.

Void Domain Spells
Cleric LevelSpells
1starms of hadar, dissonant whispers
3rdcrown of madness, enthrall
5thblink, hunger of hadar
7thevard's black tentacles, hallucinatory terrain
9thantilife shell, dominate person

Cloud Senses

The tendrils of the void that pervade your blood and mind allow you to cloud the senses of creatures close to you. From 1st level, when you critically strike with a spell attack roll or an enemy rolls a 1 on your spell saving throws they become blinded or deafened (your choice) until the start of your next turn.

Hollow Mind

Your mind has become a host for the void: those who would disturb it are touched by emptiness. From 2nd level, you gain resistance to psychic damage, and whenever you succeed a Wisdom, Charisma or Intelligence Saving Throw, the creature that forced you to take the Saving Throw takes 1d6 Psychic damage. From 10th level, this damage increases: you can add your Wisdom modifier to the damage dealt.

Channel Divinity: Glimpse of the Abyss

Starting at 6th level, you can use your Channel Divinity to reveal unto another creature the horrible emptiness of the void. As an action, you can use your Channel divinity to make a touch attack against a creature, filling their mind with visions of the void. The target must make a Charisma saving throw or take 2d8 psychic damage and 2d8 cold damage, and become frightened of you for a minute. The creature can re-attempt this saving throw at the end of each of its turns.

On a successful save, the creature takes half damage and is otherwise unaffected.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Empty Soul

At 17th level, you have learned the essence of nothingness, and you can expose yourself to it, strengthening your connection to the void. When you force another creature to make a saving throw, you can choose to take psychic damage equal to your cleric level and add half your cleric level to the saving throw DC.

Once you use this ability, you can't use it again until you complete a short or long rest.

 

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