Warlock Patron - The Void

Search GM Binder

Otherworldly Patron

At 1st level, a warlock gains the Otherworldly Patron feature. The following option is available to a warlock, in addition to the options offered in the Players Handbook.

The Void

You have made a pact with a creature beyond the skies of your home world, one who manipulates the very fabric of space as it wills. This might include black holes that have absorbed enough magical energy to gain a form of sentience, space dwelling civilizations who have mastered the manipulation of space through technology or magic, or perhaps a piece of the universe that has gained consciousness .

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.

Spell Level Spells
1st inflict wounds, thunderwave
2nd blur, silence
3rd blink, slow
4th greater invisibility, Mordenkainen's private sanctum
5th antilife shell, cone of cold


When you choose this patron, at 1st level, you learn how to jump through rifts in the fabric of space when you use magic. When you expend a warlock spell slot, until the end of your current turn, you can use your bonus action to teleport to a point you can see without provoking opportunity attacks. The point must be within an amount of feet equal to or less than 5 x (the slot level + 1).

Bend Light

Starting at 6th level, you can bend light in a creature's vision to make it so you do not appear to be there. As an action, you can force one creature within 120 feet of yourself to make a Wisdom saving throw. On a failed saving throw, you appear invisible to that creature until the end of your turn.

Null Shield

Beginning at 10th level, you can shroud yourself with the void when you riftwalk. When you use your Riftwalk feature, you have resistance to damage from spells until the start of your next turn.

Black Hole

By 14th level, as an action, you can conjure forth a hole which bends light and space at a point within 60 feet of yourself, destroying things and bringing them into your patron's domain.

For the next minute, at the start of each of your turns and when you initially conjure the black hole, all creatures and objects within 30 feet of the hole must succeed on a Strength saving throw, or be pulled 20 feet closer to the hole. If a creature or object is pulled within 5 feet of the hole by failing this saving throw, it takes 2d12 force damage. If a target is reduced to 0 hit points by this black hole, it is sucked into the black hole and destroyed. If it was a creature, then it can be restored to life only by means of a true resurrection or a wish spell.

After using this feature, you must take a long rest before doing so, again.


Made using GMBinder

Created by /u/Dingo_Chungis, aka Blackbando.

Art by Dan Luvisi


This document was lovingly created using GM Binder.

If you would like to support the GM Binder developers, consider joining our Patreon community.