Voidtouched

by Seriousnes

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Roguish Archetype

Void Seeker

Warp Blades

Starting at 3rd level, you have learned to channel the energy of the void into warp blades.

As a bonus action, you can create blades of void energy from one or both hands. Warp blades deal 1d6 force damage, have the light and finesse properties, can be a maximum of 2 ft. long, and you are proficient with warp blades. You cannot be disarmed of these weapons. They can be dismissed at any time (no action required), and are dismissed automatically if you fall unconscious. You can't throw your warp blades.

You can perform a ritual over the course of one hour to infuse your warp blades with the properties of a magic weapon you have proficiency with. If it requires attunement, you must be attuned to this weapon. This can be done during a short rest, and the weapon is consumed in the process. You can only infuse your warp blades with one magic weapon at a time. If you attempt to perform this ritual on a second weapon, the current infusion is lost permanently.

A target affected by the Shield spell takes no damage from a warp blade.

Critical strikes from attacks made with warp blades deal an additional 1d6 force damage.

Void Sight

Starting at 3rd level, you gain dark vision out to a range of 120 feet, as described in chapter 8 of the PHB.

Void Walk

Starting at 9th level, you are able to harness the void to hide your movements. When you take the Hide action, you can use this feature become invisible for up to 1 minute. The effect ends after you attack or cast a spell. If you do, the Hide roll is made with advantage.

You can use this feature a number of times equal to 1 + your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.

Improved Void Sight

Starting at 9th level, you can see a faintly glowing outline of living creatures that are invisible or on the ethereal plane out to a range of 30 feet.

Attacks you make against creatures this you can see with this feature have a -2 penalty to hit but do not count as being invisible. You can attack targets on the ethereal plane with warp blades.

Void Prison

When you reach 17th level, you have become a master of the void. You can manifest the void in a 10-foot-radius sphere centered on a point you choose within 60 feet, which lasts for 1 minute. Creatures on the edge of the sphere must succeed on a Dexterity saving throw (DC 8 + your Intelligence modifier + your proficiency bonus) or be trapped in the prison for the duration. A creature fully inside automatically fails it's saving throw. Any creature that enters the area is also trapped. You are unaffected by the Void Prison and can move through it's space freely.

For creatures other than you, no time passes while inside the Void Prison. They can take no action, and cannot be interacted with in any way but still occupy physical space. Any effects inside the area are paused for the duration, e.g. If the source of the Bless spell is in the prison, any targets of Bless will be unaffected until the source leaves the prison. Time spent in the prison does not count towards the duration of Bless and concentration is not lost.

Once you use this feature, you can't use it again until you finish a long rest.

Might of the Void

You can harness the raw power of the void to empower your attacks. While you are invisible from your Void Walk feature, you can use your action to make a melee weapon attack with each warp blade. If both attacks hit, you can use your bonus action to place a Void Mark on the target for 1 minute.

Void Mark: You can use your action to teleport to an unoccupied space within 5 feet of a creature affected by your Void Mark as long as you are both on the same, then make a melee weapon attack against it.

You have a +5 bonus to the attack roll if you make the attack with a warp blade.

 

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