Cleric Domain - The Void
The Void is a mysterious realm of extradimensional space, where the laws of physics hold little sway. It is the source of many mysterious phenomena, such as void storms, and the origin of some Clerics' powers.
"Originally we studied Void occurrences from afar, observing and cataloguing the distribution of galaxies and refining cosmological evolution models. We are in a new age of cosmic exploration. Advancements in planar travel partnered with determined curiosity have brought us closer to our object of study, and with it, revelation." - Unknown Void Scholar
| Cleric Level | Spells |
|---|---|
| 1st | Illusory Script, Arms of Hadar |
| 3rd | Blur, Phantasmal Force |
| 5th | Sending, Hypnotic Pattern |
| 7th | Arcane Eye, Dimension Door |
| 9th | Antilife Shell, Banishing Smite |
Bonus Proficiencies
At 1st level, you gain proficiency with Arcana or Religion, if you don't already have it.
Seeker of the Void
Also at 1st level, you can find things hidden from others more easily than the average creature. When making an Intelligence (Investigation) or Wisdom (Perception) check to search an area of no larger than 30 feet, you can add your proficiency bonus, even if you are already proficient in that skill.
Channel Divinity: Neural Sentry
Starting at 2nd level, you can use your Channel Divinity to call forth the power of the Neural Sentries from the Void.
As an action, you present your holy symbol and invoke the power of the Void. A number of creatures equal to half of your Cleric level (rounded down) must succeed on a wisdom saving throw or be charmed by you for one minute. A creature charmed by this effect has disadvantage on all saving throws, and deals an additional 1d4 radiant damage with its attacks.
Extract Essence
At 6th level, you are able to use the power of the void to extract rare materials from biological creatures.
Once between long rests, you can attempt a Wisdom (Medicine) check on a creature against your own spell save DC to extract materials worth 4d10 + your wisdom modifier. These materials are always some form of crystal or metallic substance, and are inherently magical.
In combat, when you hit a creature with a melee weapon attack, you can use this feature to force the target to succeed on a Constitution saving throw against your spell save DC or take and additional 4d8 radiant damage. If this damage kill the creature, you extract materials as though you had used this feature out of combat.
Void Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Void Key
At 17th level, your holy symbol transforms into a void key. Your void key functions as both your holy symbol, and allows you to use the Plane Shift spell a number of times equal to half of your wisdom modifier (rounded down) between long rests.