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## The Voidtouched She disappears into the shadows, startling the guard who had just caught sight of her. Reappearing behind him, the gnome's blade flashes as he dies, turning into ash as he falls. She turns away before he does so, not even bothering to stay and witness his disappearance. Hidden in a small room, a half-elf looks around, the heart in his hand whispering the secrets of people only he can see. Opening the door a crack, he creates an illusion, perfectly crafted to be everything the person in the next room desires. While they stare at it, mesmerized, he leaves unseen. Lurking through the shadows at the base of the tower, the dwarf spies around a corner and pulls back, barely avoiding the gaze of an approaching patrol. They enter the alleyway and continue on, seeing nothing more suspicious than a slightly darker shadow hidden behind an abandoned cart. Whatever their gift, voidtouched prefer to stay out of the limelight, harnessing the energy of the Outer Planes granted to them by a mysterious entity. Whether it expresses itself as a weapon made of darkness or the speaking heart of a dead loved one, these occasionally disturbing objects are a tangible connection sometimes disapproved of by rather a lot of people. ### Creating a Voidtouched As you make your voidtouched character, think about what attracted your benefactor's attention. Were you betrayed and abandoned, turning to whichever help you could get? Did you live a tumultuous life, catching their attention? Or did you worship them, asking to be granted a boon? What do you plan to do now? Do you want to take revenge for whatever was done to you? Are you planning to gain riches beyond measures using your new abilities? Or do you just want to live in peace, if only the world would let you? #### Quick Build You can make a voidtouched character quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Charisma. Second, choose the criminal background. ## Class Features As a voidtouched you gain the following class features. #### Hit Points **Hit Dice:** 1d8 per voidtouched level **Hit Points at 1st Level:** 8 + your Constitution modifier **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per voidtouched level after 1st #### Proficiencies **Armor:** light and medium armor **Weapons:** simple weapons, hand crossbows, scimitars, shortswords **Tools:** none \columnbreak
##### The Voidtouched | Level | Proficiency Bonus | Features | | :- |:-:| -----| |1st|+2|Fighting Style, Dark Vision| |2nd|+2|Gift of the Void| |3rd|+2|Transversal| |4th|+2|Ability Score Improvement| |5th|+3|Extra Attack| |6th|+3|Agility, Gift of the Void| |7th|+3|Evasion| |8th|+3|Ability Score Improvement| |9th|+4|Improved Transversal| |10th|+4|Gift of the Void| |11th|+4|Improved Dark Vision| |12th|+4|Ability Score Improvement| |13th|+5|Void Gazer| |14th|+5|Gift of the Void| |15th|+5|Greater Agility| |16th|+5|Ability Score Improvement| |17th|+6|Bearer of the Mark| |18th|+6|True Heretic| |19th|+6|Ability Score Improvement| |20th|+6|Gift of the Void|
**Saving Throws:** Dexterity, Charisma **Skills:** Choose three skills from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Sleight of Hand, and Stealth. #### Equipment You start with the following equipment, in addition to the equipment granted by your background: * *(a)* a shortsword, a light crossbow and 20 bolts or *(b)* any simple weapon, a hand crossbow and 20 bolts * *(a)* a burglar's pack, *(b)* a dungeoneer's pack, or *(c)* an explorer's pack * leather armor and two daggers ### Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. #### Archery You gain a +2 bonus to attack rolls you make with ranged weapons.
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\pagebreak #### Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. #### Thrown Weapon Fighting You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll. #### Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. ### Dark Vision You have been granted supernatural vision to detect living beings around you. As an action, you can see a faint aura around any creature within 30 feet of you as long as it is not invisible, undead, or a construct. You know its general shape but neither the type nor the identity of those you see in this way. This feature can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt, though it still shows creatures wearing armor as long as they aren't fully encased in metal. You also gain Darkvision up to 30 feet, if you do not already have it. This feature lasts for 1 minute or until you lose concentration (as if you were concentrating on a spell). You can use this feature a number of times equal to 1 + your Charisma modifier (minimum of 1). When you finish a long rest, you regain all expended uses. When you reach 11th level, this feature isn't blocked by physical objects anymore and allows you to see invisible creatures. ### Gift of the Void When you reach 2nd level, your benefactor grants you a supernatural gift. Choose among the Bladewielder, the Heartbearer, the Briar Witch, the Shadowspectre, the Mirror Fencer, the Timepiece Traveler, the Wandering Spirit, the Rat Piper, and the Connector, detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, 14th, and 20th level. ### Transversal Starting at 3rd level, you gain the ability to disappear in a swirl of shadows. You can use a bonus action to teleport up to 30 feet to an unoccupied space that you can see. You can use this feature a number of times equal to your Charisma modifier (minimum of 1) and regain all expended uses when you finish a long rest. \columnbreak ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Agility Unnatural forces empower you. Starting at 6th level, you add your Charisma modifier to both your jumping height and distance while you aren't wearing medium or heavy armor. At 15th level, with those same restrictions, your speed increases by 10 feet, and you can use your reaction to reduce any falling damage you take by an amount equal to three times your voidtouched level. ### Evasion At 7th level, you can use your powers of transversal to dodge out of the way of certain area effects, such as a red dragon's fiery breath or a *fireball* spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. ### Improved Transversal At 9th level, you can use your Transversal feature to take a creature along with you. The creature must be of the same size category as you or smaller. If the creature is unwilling, it must make a Dexterity saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier. On a failure, it is teleported alongside you. On a success, it remains in place as you transverse. Additionally, your transversal distance increases to 45 feet. ### Void Gazer When you reach 13th level, you have looked deeply into the Void. You are immune to being charmed and frightened. ### Bearer of the Mark At 17th level, the Void have left its mark on your soul as well as your body, infusing both with mysterious energies. You suffer none of the frailty of old age, and you can't be aged magically. For every 5 years that pass, your body ages only 1 year. In addition, you no longer need food or water. ### True Heretic When you reach 18th level, you fully embrace your connection to the Void. Your Transversal feature now recovers all spent uses after a short or long rest. Additionally, you can use an action to shift into the Ethereal Plane as per the *etherealness* spell. You can use this feature once and regain use of it after you finish a long rest.
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\pagebreak ## Gifts of the Void The beings that grant the voidtouched their abilities are as diverse as they are mysterious - or maybe they're all the same creature, amused at how their Gifts are creating confusion and rivalries amongst the mortals. The Gifts may be of physical nature, or they may be specific powers bestowed on a person. Whatever they are, they shape the way the receiving voidtouched sees and interacts with the world quite significantly. ### The Bladewielder Your benefactor has granted you a weapon made from the Void itself. Whatever you're supposed to do with it, it probably doesn't involve taking care of your garden, unless it's infested with rather dangerous creatures. #### Void Weapon Starting at 2nd level, you can use your bonus action to summon your void weapon in your empty hand. You can choose the form that this weapon takes each time you summon it, though it must be a weapon you are proficient with. If the weapon requires ammunition, you also gain 20 pieces of the fitting type of it when you summon this weapon. Your Void weapon disappears if it is more than 5 feet away from you at the end of your turn, if you dismiss it (no action required), if you use this feature again, or if you die. You can transform one magic weapon you are proficient with into your void weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, and it appears whenever you create your void weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your void weapon if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. You must perform this ritual while holding the weapon. Additionally, you learn the *gust* cantrip. #### Void Infusion At 6th level, your weapon is infused with powers beyond your imagination, and you can release a limited amount of these powers whenever you attack an enemy. The damage dealt by your void weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Once per turn, if you hit an enemy with your void weapon, you can choose one of the following effects in addition to the damage it takes from the attack: * The target has to succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or have disadvantage on the next attack roll it makes before the end of your next turn. * You cast the *gust* cantrip against the creature as part of the same action used to attack. \columnbreak #### Quick Transversal Starting at 10th level, if you take damage from a creature you can use your reaction and one of your remaining uses of your Transversal feature to teleport up to 30 feet away to an unoccupied space that you can see. Alternatively, you can use your reaction to apply one of the effects of *void infusion* to your attacker. You can use this feature a number of times equal to your Charisma modifier (minimum of 1) and regain all expended uses when you finish a long rest. #### Transversal Assault Beginning at 14th level, if one of your transversals has you end up in a 5 foot range of a creature, unless you have brought this creature with you, you can attack this creature once as part of the bonus action used for the transversal. #### Voidblast Starting at 20th level, as an action you can swing your Void weapon to create a strong blast of wind in a 60 foot cone. Each creature in that area must make a Strength saving throw (DC = 8 + your proficiency bonus + your Charisma modifier), taking 12d8 bludgeoning damage and being pushed back 30 feet on a failed save, or half as much damage without being pushed back on a successful one. The damage counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You must finish a long rest before using this feature again. ### The Heartbearer You have been given the heart of a dead loved one. It speaks with their voice, though only you can hear it. It may be kept beating by magic or powered by a strange mechanism. Maybe it was intended to be a nice gesture, though the macabre aspect of it shows the otherworldly nature of the one who granted it to you. #### Secrets of the Heart At 2nd level, you are given the heart of a dead loved one. You can summon it to your hand as a bonus action, and it disappears if you dismiss it (no action needed), if it leaves your hand, or if you die. If summoned, the heart whispers about the thoughts and secrets of those you point it at. While you are holding the heart, you can use an action to target one creature you can see within 30 feet of you. The target must make a Charisma (Deception) check contested by your Wisdom (Insight) check. The target has advantage on its ability check if it sees you holding the heart. If you win, you magically learn one random fact or secret about the target. The target automatically wins if it is immune to being charmed. After being targeted by this, regardless of the outcome, a creature is immune to this feature for 24 hours. You can conceal the heart with a Dexterity (Sleight of Hand) check contested by a creature's Wisdom (Perception) check.
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\pagebreak #### Piercing Knowledge Starting at 6th level, you instinctively know a creature's weak points. You can use your Charisma in place of your Strength or Dexterity when wielding a weapon. Additionally, you have advantage on Deception, Persuasion, and Intimidation checks against creatures you have learned a secret about through your Secrets of the Heart feature in the last 24 hours involving said secret. #### Rapid Assessment At 10th level, the knowledge you gain from your Secrets of the Heart feature grows. You can now use a bonus action instead of an action to learn a secret. Additionally, if a creature loses the ability contest, you can choose to learn one additional information chosen from the list below: * Saving throws the creature is proficient in. * Skills the creature is proficient in. * The creature's resistances and immunities. * The creature's condition immunities as well as status effects currently affecting the creature. #### Mesmerize At 14th level, you learn to use the secrets of the heart to trap people in an illusion of their greatest fears or desires. As an action, you can point the heart at a creature of your choice with an intelligence higher than 4. This creature has to succeed on an Intelligence saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be incapacitated until the end of its next turn. The effect ends early if you choose so (no action needed), if the creature takes damage, or if someone takes an action to shake it out of its stupor. You must finish a short or long rest before you can use this feature again. #### Greater Mesmerize Starting at 20th level, your *mesmerize* feature can affect a number of creatures equal to your Charisma modifier (minimmum of 1) and can use it twice per short or long rest. If the effect ends, you can choose to deal 6d6 psychic damage (no action needed) if it expired over time or half as much if the effect ended in any other way. ### The Briar Witch Instead of giving you an item of questionable origin, your benefactor has chosen to grant you power over certain plants. You could plant them all around your house, but there might be complaints about all kinds of people suddenly dying, so that's probably not a good idea. #### Briar Heart When you reach 2nd level, you learn the *druidcraft* and *thorn whip* cantrips. Additionally, you can cast both *hail of thorns* and *ensnaring strike* as 1st level spells once and regain the ability to do so once you finish a short or long rest. Charisma is your spellcasting ability for those spells, and you use your Charisma modifier when setting the saving throw DC for those spells and when making an attack roll with one. \columnbreak
**Spell Save DC** =
8 + your proficiency bonus +
your Charisma modifier
**Spell attack modifier** =
your proficiency bonus +
your Charisma modifier
## Starting at 6th level, you cast *hail of throns* and *ensnaring strike* as if you were using 2nd level spell slots, 3rd level spell slots at 13th level, and 4th level spell slots at 20th level. You also gain proficiency in the Nature skill. #### Entangling Transversal Starting at 6th level, your transversals may leave behind patches of aggressive greenery. Grasping weeds and vines sprout within a 10-foot radius of your previous position. These plants turn the ground in the area into difficult terrain. A creature in the overgrown area must succeed on a Strength saving throw against your spell save DC or be restrained by the entangling plants until the effect ends. A creature restrained by the plants repeats the saving throw at the end of each of its turns, freeing itself on a success. The difficult terrain vanishes after 1 minute, if you lose concentration (as if you were concentrating on a spell) or if you use this feature again, in which case the plants in the area whither and die, releasing all restrained creatures. #### Blessing of the Thorns At 10th level, your connection to occasionally rather deadly plants has grown so much that you are now resistant to poison damage and immune to being poisoned. #### Symbiosis Starting at 14th level, thorny vines form along your body. As an action, you can cause the vines to grow rapidly, covering your body as if they were armor for an amount of turns equal to your Charisma modifier (minimum of 1). For the duration, you gain temporary hit points equal to half your voidtouched level (rounded up) at the start of each of your turn. If a creature hits you with a melee attack while you have those hit points, it takes poison or piercing damage (your choice) equal to your Charisma modifier. Once you use this feature, you must finish a short or long rest until you can use it again. #### Blood Briar At 20th level, you learn to conjure plants to aid you. As an action, you can cause a vine to sprout from the ground in an unoccupied space of your choice that you can see within 30 feet. The vine remains there for 1 minute. When you use this feature, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw against your spell save DC or be grappled and take 4d8 bludgeoning damage. This damage counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. On a success, the target takes half as much damage and is not grappled. For the duration, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns. If you target a grappled creature, it has disadvantage on the saving throw.
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\pagebreak Once you use this feature, you can't use it again until you finish a short or long rest. ### The Shadowspectre Your benefactor has gifted you the ability to become one with the shadows. Whether you use this to hide from people who have come to visit you or to sneak into places you shouldn't enter is up to you. #### Living Shadow Starting at 2nd level, as a bonus action, you gain the ability to turn into a living shadow for an amount of turns equal to your Charisma modifier (minimum of 1). While in this state, your movement speed increases by 10 feet and you can move through a space as narrow as 1 inch without squeezing. Additionally, you have advantage on Dexterity (Stealth) checks. If you hit a creature with an attack while in this state, once per turn you can deal 2d6 cold damage in addition to the attack's normal damage. This damage increases to 3d6 on 7th level, 4d6 on 13th level, and 5d6 on 19th level. This effect ends early if you hit a creature with an attack. You can use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all expended uses once you finish a long rest. Once you reach 14th level, you regain all expended uses once you finish a short or long rest. #### Naturally Stealthy At 3rd level, when you are granted this gift, you also learn to take the Hide action as a bonus action. #### Shadow Kill Beginning at 6th level, your form terrifies those around you. If you kill a creature while in your Living Shadow form, creatures of your choice in a 30 foot radius must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of their next turn. Starting at 14th level, this effect triggers whenever you kill a creature. #### Hidden Shadow At 10th level, when you are using your Living Shadow feature, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight. Additionally, your Living Shadow feature does not end early if you attack a creature. #### Void Explosion Once you reach 20th level, your Shadow Kill feature may cause a detonation of void energy. Creatures who fail the saving throw for the feature also take 8d6 cold damage. ### The Mirror Fencer You have been granted yourself - the ability to summon a copy of you. This mirror image of yourself can distract enemies, do your housework, give you an alibi... This is a rather useful and versatile gift. \columnbreak #### Illusive Transversal At 2nd level, when you gain this gift, you learn the *minor illusion* cantrip. Additionally, whenever you use your transversal, you may choose to leave behind a perfect illusion of yourself that remains for an amount of turns equal to your Charisma modifier (minimum of 1), though it may not move or act in any other way. A creature must succeed in an Intelligence (Investigation) check (DC = 8 + your proficiency bonus + your Charisma modifier) to recognize it as an illusion. It has advantage on this check if it witnesses physical interaction with the illusion, since objects can pass through it. #### Doppelganger Starting at 6th level, as an action, you can create an almost perfect copy of yourself that lasts for 1 minute or until it is destroyed. Your doppelganger appears in an unoccupied space that you can see within 30 feet of you. It has an AC of 10 + your Dexterity modifier, 1 hit point, and shares your ability scores and proficiencies. On each of your turns as a bonus action, you can command your doppelganger to move up to 30 feet and take an action, such as interacting with an object, helping an ally or attacking a creature. It cannot use spells or magic of any kind. Its attack bonus is your proficiency bonus + your Charisma modifier, and it deals psychic damage equal to your Charisma modifier. Your doppelganger must remain within 60 feet of you, or you lose control over it and it disappears. When both you and your double are within 5 feet of a creature that attacks either of you, that creature has disadvantage on the attack roll, given how distracting the sight of both you and your doppelganger is. Once you use this feature, you can't use it again until you finish a short or long rest. #### Deadly Double Starting at 10th level, your doppelganger's fighting capabilities improve. It now has hit points equal to your voidtouched level + your Charisma modifier. Additionally, your doppelganger now deals 2d6 psychic damage + your Charisma modifier, its movement speed increases to 40 feet, and it must remain within 120 feet of you. #### Silent Switch Beginning at 14th level, you learn to switch places with your doppelganger as a reaction to being attacked. You must make this switch before the results of the attack roll targeting you are revealed. You can now use your Doppelganger feature twice and regain all expended uses once you finish a short or long rest. #### Mirror Maze At 20th level, you learn to summon 3 doppelgangers at once. They all remain for 1 minute or until they are destroyed. The disadvantage on a hostile creature's attack roll applies whether it is you and a doppelganger or two doppelgangers standing within 5 feet of said creature. Once you use this feature, you can't use it again until you finish a long rest.
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\pagebreak ### The Timepiece Traveler Your Gift is a mysterious contraption that allows you to peer through time, and occasionally influence it however you wish. This is the perfect preparation for awkward situations like relatives coming over and asking if you remember what they said the last time you met three years ago. #### The Timepiece At 2nd level, you receive a magical timepiece. It can look however you'd like, though its supernatural origin is clear. You can summon it to your hand as a bonus action. It disappears when you dismiss it, when it leaves your hand, or when you die. When you gain this feature, you also gain proficiency in the History skill. #### The Future When you gain your timepiece at 3rd level and are holding it, you can peer into the future, seeing the possible paths you might take. While holding the time piece, you can gain advantage on your next attack roll, ability check, or saving throw made before the end of your next turn. You can use this feature an amount of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest. #### The Present Starting at 6th level, you learn how to adjust the forces of probability just a tiny bit in your favor. Any attack you make is a critical hit if you roll a 19 or 20. Additionally, you may add half of your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus. #### Hastened Transversal At 10th level, your teleportation creates a stutter in time. After using your transversal, you may immediately take another action, though it can only be used to take the Attack (one weapon attack only), Dash, Hide, or Use an Object action. #### The Past Beginning at 14th level, you can change an event that happened in the past. As a reaction when you fail a saving throw, you may choose to succeed at it instead. Once you have used this feature, you have to finish a short or long rest to use it again. #### Bend Time At 20th level, you gain the ability to influence the passage of time. As an action, you manipulate time around you. This doubles your movement speed. You also gain a +2 to AC, have advantage on Dexterity saving throw, and gain an additional action on each of your turns, though it can only be used to take the Attack, Dash, Disengage, Hide, or Use an Object action. This feature lasts for 1 minute. While this feature is active, you cannot benefit from your Hastened Transversal feature. Once you have used this feature, you have to finish a long rest to use it again. \columnbreak ### The Wandering Spirit Some people don't feel comfortable in their skins. That's alright, because you feel comfortable in everyone's skin. Gifted with the ability to possess others, wandering from body to body, you never have to feel out of place anymore - you simply move on to someone who belongs. #### Mind's Eye Starting at 2nd level, you gain the ability to use another creature's senses as if they were your own. As an action, choose a creature you can see within a range of 30 feet. The target has to make a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). A willing creature can choose to fail this saving throw. On a failure, you can experience whatever it perceives with all of its senses, but cannot affect it in any way, such as moving the creature's head or closing its eyes. Whether it succeeds or fails on the saving throw, the target doesn't know you're attempting to share its senses. You can use another creature's senses in this way for an amount of turns equal to your Charisma modifiers (minimum of one). When sharing a creature's senses in this way, you can use a bonus action to bring its unprotected mind closer to the Void, dealing 1d6 psychic damage. While using the target's senses, you are deaf and blind in regard to your own senses. After successfully using this feature, you must finish a short or long rest until you can use it again. #### Semblance At 6th level, you learn to steal people's faces. Over a span of 1 minute, you can focus on an incapacitated, paralyzed, stunned, or unconscious humanoid creature. The creature must succeed at a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or have their face stolen for 1 hour or until you use an action to end the effect. The creature has no face for this duration, is blinded, and cannot speak. You take on the creature's appearance and voice. The changes hold up to physical inspection, though none of your statistics change. A creature can discover your ruse with a Wisdom (Insight) check contested by your Charisma (Deception) check. It has advantage on this check if it has seen the body lacking a face. You cannot steal a dead creature's face. If a creature dies while you are wearing its face, the effect ends immediately. After successfully using this feature, you must finish a short or long rest until you can use it again. After using this ability on a creature, the target is immune to having its face stolen for 24 hours. At 14th level, the amount of time you can have someone's face stolen increases to 8 hours. Additionally, you can also steal a dead person's face or keep its face after it's killed. #### Hurtful Thought Starting at 10th level, the damage you can deal with Mind's Eye increases to 2d6 psychic damage, and you can use the feature an amount of times equal to your Charisma modifier (minimum of once).
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\pagebreak You also learn to use your bonus action while Mind's Eye is active to blind and deafen the creature. If you choose this option, Mind's Eye ends early and the creature is blinded and deafened until the end of your next turn. #### Possession At 20th level, you learn to take possession of another creature's body. As an action, you choose another creature in a 30 foot radius you can see. The target must make a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a success, the target is unaffected and knows you attempted to possess it. On a failure, your body disappears and the creature is possessed by you. While possessing a creature, you retain your mental abilities but otherwise use your target's physical stats including AC, damage and condition vulnerabilities, resistances, and immunities, and hit points. You do not gain access to its knowledge, memories, abilities, or proficiencies. You cannot cast any spells while possessing a creature. You can take actions while possessing a creature, though you cannot take the Attack action. The possession ends after 1 minute, if you choose to end it as a bonus action, if the creature is targeted by *remove curse*, *dispel magic*, or similar magic, or if the creature is reduced to 0 hit points. After the possession ends, you regain the hit points you had before the possession and are placed in a random spot within 5 feet of the creature. If this is the result of a spell ending it or the creature being reduced to 0 hit points, you fall prone. If any damage remains after the possessed creature is reduced to 0 hit points, you take this damage. Other creatures may discover your possession with a Wisdom (Insight) check contested by your Charisma (Deception) check. Once you successfully use this feature, you must complete a long rest before you can use it again. ### The Rat Piper Nothing is more adorable than a horde of hungry rats. Hopefully you agree, because you have been gifted the ability to summon as many of them as you'd like, and we'd hate for this ability to go to waste. Right? #### Rat Whispers Starting at 2nd level, you can communicate with tiny rodents and rats of any size as if you shared a language. You gain a pet rat and may command this rat to do simple things, like going somewhere, pressing a button, moving objects that weigh up to 1 pound, or not eating something. Your rat will not aid you in combat. Should your pet rat die or run away, you can spend a long rest finding and making friends with another rat. #### Rat Bite Also at 2nd level, you gain the ability to infuse disease into your weapon as a bonus action. For 1 minute, once per turn when you hit a creature with a weapon attack, you can deal an additional 1d8 poison or necrotic damage (your choice). This increases to 2d8 damage at 14th level. \columnbreak You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. #### Plague Friend Starting at 6th level, you have advantage on saving throws against being poisoned or diseased. Additionally, you have advantage on all ability checks to convince tiny rodents and rats of any size to do your bidding. #### Devouring Swarm At 10th level, you can call upon a hungry and all-devouring menace. As an action, you choose a 10-foot square within 120 feet of you that you can see. Rats collect in that space, turning it into difficult terrain for creatures other than you. A creature other than you that starts its turn in the sphere’s area must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, the creature takes 2d8 poison or necrotic damage (your choice) and is poisoned until the start of its next turn. On a successful save, it takes half as much damage and isn't poisoned. On subsequent turns, you can use a bonus action to move the square up to 30 feet. When you activate this feature, you can choose any number of creatures you can see to be unaffected by it. Once you use this feature, you can’t do so again until you finish a long rest. #### Feed on Carrion Beginning at 14th level, whenever you deal a critical hit to a creature while your Rat Bite feature is active or a creature fails a saving throw against your Devouring Swarm, you can choose to gain temporary hit points equal to half the damage dealt. #### Beast Master At 20th level, your Devouring Swarm feature covers a 20-foot square and the damage increases to 3d8 poison or necrotic (your choice). You regain use of this feature after you finish a short or long rest. ### The Connector Everything is connected. Maybe not naturally, but certainly after you try your hand at it. Gifted with the ability to hit one person and hurt another, your skillset is ideal for when you really want to punch someone in the face but not be caught doing it. Maybe you should look into anger management classes instead. #### Pull At 2nd level, you gain the ability to pull objects and creatures towards you in a range of 30 feet. As an action, you can attempt to use the power of the Void to pull a creature or an object of size Large or smaller and weighing no more than an amount of pounds equal to your lifting weight (30 times your Strength score) towards you.
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\pagebreak If you attempt to pull an unwilling creature or an object worn or carried by a creature, it has to make a Strength saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failure, you can pull the creature or object 15 feet towards you. A willing creature or an object that is not being worn or carried is automatically pulled 15 feet in your direction. You can use this feature an amount of times equal to your Charisma modifier (minimum of 1). You regain all expended uses once you finish a short or long rest. #### Domino Starting at 6th level, as a bonus action, you can connect two creatures you can see in a radius of 60 feet other than you with a magical line only visible to you. If one of the creatures takes damage, the other creatures takes 2d4 force damage. If one of those creatures is healed, the other creature is healed for 1d4 hit points as well. The line lasts for an amount of turns equal to your Charisma modifier (minimum of 1) or until you mentally cut it as a bonus action. You can use this ability an amount of times equal to your Charisma modifier (minimum of 1). You regain all expended uses once you finish a long rest. #### Linked Retaliation Starting at 10th level, as a reaction to a creature hitting you with an attack while within 30 feet, you can create a connection between you and your attacker. It takes damage of the same type you did equal to half your voidtouched level (rounded up), though resistances and immunities still apply. You can use this feature an amount of times equal to your Charisma modifier. You regain all expended uses once you finish a long rest. #### Pull Assault Beginning at 14th level, you can use your Pull feature as a bonus action and its range increases to 45 feet. Additionally, if your use of Pull causes a creature to enter your melee range, you can attack it as part of the same bonus action. #### Domino Day At 20th level, you learn to connect three creatures when using your *domino* feature. The additional damage or healing is applied to both creatures who aren't hit. The damage increases to 4d4 force damage and the amount of hit points healed increases to 2d4.
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