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# Cleric Domain - Void ### Void Domain The Void consists of all the dark and forgotten places deep within the transitive planes. Deities who lay claim over the Void and its secrets — including Sardior, the Raven Queen, Ghaunadaur, Shar, Selûne, and Hecate — are few and far between. Clerics of the Void often serve the very essence of the transitive planes; however, some clerics are unknowingly granted powers from mysterious entities forgotten by time. The Void is suffused with chaos: reality shifts and twists, madness lurks within, and gravity provides no bearing. As such, clerics of the Void tend to have sound, analytical minds and an unquenchable thirst for discovery. Clerics of this domain may seek to uncover hidden secrets, explore uncharted territories, or manipulate gravity and reality itself. #### Domain Spells | Cleric Level | Spells | |:-:|:-| | 1st | *dissonant whispers, feather fall* | | 3rd | *levitate, silence* | | 5th | *fly, magic circle* | | 7th | *banishment, dimension door* | | 9th | *contact other plane, planar binding*| #### Bonus Proficiency When you choose this domain at 1st level, you gain proficiency with heavy armor. #### Void-Touched Also starting at 1st level, you learn the *dancing lights* cantrip and your experience of the Void grants you proficiency in one of the following skills of your choice: Arcana, Investigation, or Insight. #### Channel Divinity: Gravitational Pull Starting at 2nd level, you can use your Channel Divinity feature to affect the gravity around you. As an action, you can create a 15 foot-radius spehere centered on you that attempts to pull entities in your direction that lasts for 1 minute. Enemies treat the area as difficult terrain and loose objects are slowly pulled in your direction. As a bonus action on your turn, you may target one creature or unattended object in the area and attempt to pull the target directly to you. Creatures must succeed on a Strength saving throw or be pulled to the nearest unoccupied space adjacent to you. Targeted objects are drawn directly into your reach. \columnbreak #### Unleash the Hidden Secrets Beginning at 6th level, when you are subjected to mind-altering effects, you can temporarily assault the psyche of your attacker with visions from beyond. When you are the target of an effect that requires a Charisma, Intelligence, or Wisdom saving throw, you can use your reaction to subject the source creature to the untold horrors of the Void. The creature must make an Intelligence saving throw, taking 2d6 psychic damage on a fail. Constructs automatically succeed on the saving throw. #### Divine 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 psychic or force damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8. #### Master of the Void At 17th level, you've been blessed with finer control over gravity and your mind and body has been honed against the horrors of the Void. You gain a flying (hover) speed equal to half your current walking speed and you gain resistance to force and psychic damage. > ##### Credit > Made using [GMBinder](https://www.gmbinder.com/) > > Created by [/u/DetectIdeas](https://www.reddit.com/user/DetectIdeas)