Servant of the Voidwalker

by MaxwellChase

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Servant of the Voidwalker

Voidwalker Progression Table

Level Voidwalker Features Void Spells Adaptations 5th Level Slots Higher Level Slots
1st Ionization, Oscillation Void Beam, Void Well - - -
2nd Aptitude Void Collision, Void Warp - - -
3rd Convergence Void Repel, Void Shift - - -
4th Ability Score Improvement -- - - -
5th Adaptations -- 1 - -
6th Aptitude Feature Void Barrier, Void Weave 1 - -
7th Divergence -- 2 - -
8th Ability Score Improvement Void Cytosis, Void Fission 2 - -
9th Emergence of the Void -- 3 1 -
10th Aptitude Feature -- 3 1 -
11th Ascension -- 4 2 -
12th ASI, Expanse of the Void Void Nova, Void Veil 4 2 One 6th Level
13th Confluence, Diffluence -- 5 2 -
14th Aptitude Feature Void Fusion, Void Javelin 5 3 One 7th Level
15th Coalescence -- 6 3 -
16th Ability Score Improvement Void Entanglement, Void Singularity 6 3 One 8th Level
17th Rift of the Void -- 7 4 -
18th -- Void Collapse 7 4 One 9th Level
19th Ability Score Improvement -- 8 4 -
20th Ascension of a Servant -- 8 4 -

Servant of the Voidwalker

The incomprehensible Patron God of the Astral Plane and overseer of the unobservable fabric of reality, the Voidwalker observes time and space in search of individuals with the potential to weave the space between. When the time is right, it honors those worthy few by cleansing their body of all impure arcana and weaving that corrupt power into a small insignia. Then, by intertwining a small portion of its own energy into the insignia, the Voidwalker bestows upon them unprecedented abilities that no unworthy creature could ever hope to wield, control over the dark matter between reality and order known as Void Energy, sealing the individuals fate as a Servant of the Voidwalker, for all eternity.

Along this path, you must unravel the mystery of the Void and gather fragments of knowledge passed down from one Servant to the next in order to expand your understanding of Void Energy and ascend beyond your mortal coil into something more. All the while avoiding other Servants, who are fated to pit themselves against one another in order to claim their insignia and knowledge for themselves.

Expectations of the Voidwalker

In honor of serving the Voidwalker, you are expected to demonstrate the unachievable prowess of the Void, unraveling the secrets of the world and weaving tales that echo throughout time immemorial. Whether you meet these expectations, however, is up to you. The overseer of reality often has grand, sometimes incomprehensible plans put in motion years, often decades before your birth, and the very nature of your service may not always be revealed to you.

Expectations
d8 Expectations
1 Guided to Ascension, you are periodically granted audience with the Voidwalker to further expand your understanding of the Void.
2 Discard the Unworthy, the Voidwalker expects you to dispose of Servants no longer worthy of its prowess.
3 Anointed without Honor, you are a mere pawn in the Voidwalker's incomprehensible game of chess.
4 Rise or Fall, the Voidwalker has left you to fend for yourself, alone and without guidance.
5 Unravel the Mystery, you are expected to uncover fragments of knowledge lost to time.
6 Path to Redemption, the Voidwalker has granted you a second chance to achieve greatness.
7 Footnote in History, you are nothing but a stepping stone in the ascension of another worthy Servant.
8 Favored by the Void, the Voidwalker has taken a personal interest in your exploits and lends a helping hand along your journey to ascension.

Class Features

While you cannot access the typical spells or features found in other classes or attune to normal magic items, Servants of the Voidwalker are instead granted special access to new Spells, Features, Magic Items and Feats unique to this class that allow you to perform tremendous feats of dark matter manipulation. Unless otherwise specified, you are unaffected by your own manipulation of Void Energy.

As a Servant, you gain the following class features.

Hit Points

Hit Dice: 1d8 per Voidwalker Level


Hit Points at 1st Level: 8 + Constitution modifier


Hit Points at Higher Levels: 1d8 + Constitution modifier

Proficiencies

Armor: Light Armor, Shields


Weapons: Simple Weapons, Martial Weapons


Saving Throws: Strength, Wisdom


Skills: Choose two from Athletics, History, Insight, Investigation, Nature and Perception


Languages: You can speak, read and write in Primordial

Void Spells

Void Spells do not require spell components and more than one Void Spell can be cast during your turn. Void spells can be cast with spell slots with the Emergence of the Void feature and then upcasted to higher levels with the Expanse of the Void feature, assuming you have the spell slots available to do so. See page 6 for more details on upcasting.

Spellcasting Ability

Wisdom is your spellcasting ability for your Void Spells.


Spell Save DC = 8 + proficiency + Wisdom modifier


Spell Attack Modifier = proficiency + Wisdom modifier

Ionization

At 1st level, the Voidwalker bestows upon you the ability to alter the state of another creatures energy, increasing the potency of your Void Spells against your foes. As a bonus action, you can focus on the energy of a creature within 60ft and force them to make a Constitution saving throw. Upon failure, the creatures energy becomes Ionized for 1 minute. Ionized creatures must subtract your proficiency bonus from saving throws made against Void Spells and you gain a bonus to hit the creature equal to your proficiency bonus. Only one creature can be Ionized at a time and you can use this feature a number of times equal to your Wisdom modifier but a use is expended only if the target fails their saving throw. You regain all expended uses when you finish a long rest.

Oscillation

At 1st level, the Voidwalker bestows upon you the ability to subtly manipulate the atmosphere with Void Energy. A number of times equal to your proficiency bonus, as a bonus action, you can alter reality in one of the following ways:

  • You infuse the air within 15ft with uncharged energy, altering the atmosphere in a 5-foot-cube for 1 minute. This can slow or speed up air particles causing fluctuating temperatures, humidity and oxygen levels, causing chilling sensations, shortness of breath, lightheadedness, or breaking out in a sweat.
  • You emit a pulse of positively charged energy in a 10ft line, repelling unattended objects weighing up to 10 pounds and pushing them 5 feet away. This can scatter papers, blow dust off furniture, or knock a glass from a table.
  • You condense negatively charged energy at a point within 15ft, moving in a 15ft line. Unattended objects weighing up to 5 pounds within 5ft of the path are drawn along, clumping together at the end point of the line for 1 minute. This can pin weapons to a wall, gather loose coins to your hand, or create a faint tugging sensation.

You regain all expended uses when you finish a long rest.

Void Beam

Starting at 1st level, you have learned to gather the positively charged matter between reality and channel it into a cracking beam of energy. As an action, you can throw this beam at a creature within 60ft, releasing a streak of positive energy that collides with its target, dealing 1d10 force damage on hit.

The damage increases by 1d10 when you reach 5th level (2d10), 10th (3d10), 15th (4d10) and 20th level (5d10).

Void Well

Starting at 1st level, you have learned to gather the negatively charged matter between reality and channel it into a swirling bead of energy. As an action, you hurl the bead to a point within 60ft, unleashing an implosion of negative energy and creating a momentary gravity well. Each creature within the 10-foot-radius sphere must make a Dexterity saving throw or take 1d6 force damage and be pulled 5ft toward the bead.

The damage increases by 1d6 when you reach 5th level (2d6), 10th (3d6), 15th (4d6) and 20th level (5d6).

Aptitude

At 2nd level, the Voidwalker bestows upon you the ability to improve a certain aspect of your abilities to channel and use Void Energy in combat. Choose one of the following.

  • Scourge. You gain a +1 bonus to attack rolls with weapon and spell attacks.
  • Slayer. You gain a +1 bonus to attack and damage rolls with weapon attacks.
  • Weaver. You gain a +1 bonus to your spell save DC.

You can switch your chosen Aptitude during a level up.

Additional Aptitude Features can be granted at 2nd, 6th level, 10th and 14th level. See page 8 for more details.

Void Collision

Starting at 2nd level, you have learned to gather both positive and negative matter and channel it into your weapon. After hitting a target with a melee attack, you can use your bonus action to cause your strike to tear through space before rapidly converging, causing a volatile shock wave to crash into the target and dealing an additional 1d8 force damage.

The damage increases by 1d8 when you reach 5th level (2d8), 10th (3d8), 15th (4d8) and 20th level (5d8).

Void Warp

Starting at 2nd level, you have learned to compress the energy between space itself, allowing you to slip through the void and pull yourself back into reality. As a bonus action, you can teleport up to 30ft to an unoccupied space. After teleporting, you cannot teleport again for 1 minute. If you are within reach of a hostile creature, you can teleport up to half the distance without triggering an attack of opportunity.

Convergence

At 3rd level, the Voidwalker bestows upon you the ability to rapidly compress a creatures energy to its breaking point, unleashing a violent explosion of Void Energy. If you hit an Ionized creature with a Void Spell or witness an Ionized creatures death, you can use your reaction to create an explosion centered on the target. Ionized creatures take 2d8 radiant damage and creatures within 10ft of the explosion must make a Dexterity saving throw or take the same damage, or half the damage on a successful one.

This feature ends Ionization and doesn't affect a number of creatures equal to half your proficiency bonus. The damage increases by 1d8 when you reach 5th level (3d8), 10th (4d8) and 15th level (5d8).

Void Repel

Starting at 3rd level, you have learned to grasp the positively charged matter within space and violently repel it. As an action, you can create a short burst of energy in front of you. Creatures within a 15ft cone must succeed a Dexterity saving throw or be pushed back 10ft and take 1d6 force damage.

The damage increases by 1d6 when you reach 5th level (2d6), 10th (3d6), 15th (4d6) and 20th level (5d6).

Void Shift

Starting at 3rd level, you have learned to grasp the negatively charged matter within a target and shift its position. As an action, you can attempt to lift a target within 30ft of you. The target must succeed a Wisdom saving throw or be restrained and lifted into the air. Once airborne, as a bonus action, you can move the target up to 15ft in any direction. At the end of its turn, it can repeat the saving throw to end this effect and fall to the ground. This spell requires Concentration.

Adaptations

At 5th level, the Voidwalker bestows upon you the ability to gain a small fragment of the knowledge accumulated by Servants of the Past to expand your understanding of Void Energy. See page 6 and 7 for more details.

Void Barrier

Starting at 6th level, you have learned to expand the energy within the space between, slowing the momentum of mass. As a bonus action, you can surround yourself with a semi-transparent barrier that negates incoming damage equal to your Wisdom modifier for 1 minute. If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction on a successful save to take no damage by expanding the density of the space between and creating a lapse in the momentum of the triggering effect. This spell requires Concentration.

After casting this spell, you suffer one level of exhaustion for each subsequent cast until you finish a long rest.

Void Weave

Starting at 6th level, you have learned to change the shape of energy and alter its composition. At a point within 30ft, you can manipulate Void Energy in one of the following ways.

  • As a bonus action, you can manipulate uncharged energy into a desired form within a 5ft cube. This translucent, gaseous creation is harmless and can be moved up to 15ft in any direction and animated in a conceivable way.
  • As an action, you can use positive energy to create a structure within a 15ft cube. This opaque, solid structure has 15 AC and no light or sound can pass through it. When hit, a section of the structure, equal to twice the size of the weapon or object that hit it, collapses into the Void.
  • As an action, you can cause negative energy to flow out and around corners for 15ft from a point. This is viscous, liquid covers the ground and turns it into difficult terrain.
  • As a bonus action, you can use volatile energy to create a light source of any color that follows you. This illuminating plasmic light sheds bright light up to 15ft and dim light an additional 15ft and can be dimmed.

This spell requires Concentration. Casting Void Weave again causes any previous manipulations to collapse into the void.

Divergence

At 7th level, the Voidwalker bestows upon you the ability to violently repel a creatures energy with Void Energy, creating internal tears and distortion from within. If you hit an Ionized creature with a Void Spell, you can use your reaction to force the target to make a Constitution saving throw. Upon failure, the target suffers a -2 penalty to their AC and takes additional necrotic damage equal to your Wisdom modifier from all sources. At the end of its turn, the target can repeat the saving throw to end this effect.

This feature ends Ionization and the AC penalty increases by 1 when you reach 10th level (-3) and 15th level (-4).

Void Cytosis

Starting at 8th level, you have learned to absorb fading energy before it returns to the void. As a reaction to witnessing a creatures death, you can harness their fading energy and gain 2d6 temporary hit points.

The amount of temporary hit points increases by 1d6 when you reach 10th level (3d6), 15th (4d6) and 20th level (5d6).

Void Fission

Starting at 8th level, you have learned to subtract the energy within yourself. As a bonus action, you can take 1d8 damage to add 1d8 to a chosen damage roll. The effects of this spell can be stacked, but you suffer one level of exhaustion for each subsequent stack beyond your proficiency bonus.

Emergence of the Void

At 9th level, the Voidwalker bestows upon you the ability imbue your Void Spells with your own energy and enhancing their effects. You gain one 5th level spell slot to upcast your Void Spells. See page 6 for more details. In addition, you may choose to fuel your Void Spells up to 5th level with your own life force instead of expending a spell slot. Doing so causes you to suffer three levels of exhaustion after casting.


You regain all expended slots after a long rest and gain one additional 5th level spell slot when you reach 11th level (2), 14th (3) and 17th level (4).



Ascension

At 11th level, the Voidwalker bestows upon you the ability to form small footholds of stable energy midair, allowing you to travel in any direction. As part of your movement, you can create these footholds for up to 1 hour, all at once or in several shorter instances, each one using a minimum of 1 minute from the total duration. These footholds count as difficult terrain for other creatures and certain footholds can be dissipated at will. If you are falling you can attempt to create these footholds in attempt to break your fall. On a successful Dexterity saving throw, you land safely and take half the fall damage. If you are midair when the duration expires, you descend at a rate of 30ft per round until you land.

You regain 1 hour of usage of this feature after a long rest.

Expanse of the Void

At 12th level, the Voidwalker bestows upon you the ability to imbue your Void Spells with greater quantities of life force. You gain one 6th level spell slot to upcast your Void Spells.


You gain one additional high level spell slot when you reach 14th level (one 7th), 16th (one 8th) and 18th level (one 9th).

Void Nova

Starting at 12th level, you have learned to intertwine the states of positively and negatively charged energy to create distortion within reality. As an action, you can expend a 6th level spell slot and hurl 3 beads of volatile energy in a straight line away from you. Each bead inhabits their own 5ft space and travels for 30ft or until coming into contact with something, disrupting the unstable balance of energy and causing distortion to erupt outward. Any creature within 5ft of the eruption must make a Constitution saving throw or suffer one level of exhaustion and take 5d6 necrotic damage, or half the damage on a successful one. Creatures can only receive one level of exhaustion per use of this spell.

Void Veil

Starting at 12th level, you have learned to spin uncharged energy to distort reality within an area. As an action, you can expend a 6th level spell slots and form a semi-transparent 10-foot-radius sphere centered on you, lightly obscuring the area for 1 minute. Creatures within or who enter this veil have disadvantage on attack rolls and creatures outside the veil have disadvantage on attack rolls against creatures within. A chosen number of creatures equal to half your proficiency bonus rounded down can be granted immunity to the veils effects. This spell requires Concentration.

Confluence

At 13th level, the Voidwalker grants you the ability to erode a creatures resistances by converging opposing energy into it. As an action, you can force an Ionized creature to succeed a Constitution saving throw or become vulnerable to your choice of force, necrotic or radiant damage for 1 minute.


You can’t use this feature again until you finish a long rest but a use is expended only if the target fails the saving throw.

Diffluence

At 13th level, the Voidwalker grants you the ability to flood the battlefield with distortion. As an action, you can unleash a torrent of volatile energy that radiates from you into a 15-foot-radius sphere for 1 minute. Any creature that enters or ends it's turn within this area must succeed a Constitution saving throw or become Ionized for 1 minute and creatures that are already Ionized take force damage equal to your Wisdom modifier as their energy deteriorates within the distortion.


You can’t use this feature again until you finish a long rest.

Void Fusion

Starting at 14th level, you have learned to infuse your body with volatile energy, harnessing dark matter to enter an empowered state. As an action, you can expend a 7th level spell slot to radiate Void Energy and hover off the ground for 1 minute. While empowered, you can add your Wisdom modifier to the damage rolls of Void Spells and gain advantage on saving throws against spells and magical effects but suffer disadvantage on Wisdom checks. As an action, you can trigger an eruption centered on yourself. Creatures within 10ft must make a Dexterity saving throw or be pushed 5ft away and take 10d6 radiant damage, or half the damage on a successful one. As a bonus action, you can charge the eruption, increasing its range by 10ft and damage by 2d6 per charge, but halving your movement speed until you trigger it. This spell requires Concentration.

Void Javelin

Starting at 14th level, you have learned to weave volatile energy into an unstable javelin-like weapon that radiates distortion. As an action, you can expend a 7th level spell slot and create this javelin in your hands for 1 minute. This magic weapon, which has the two-handed, reach and thrown (30/120) properties, dealing 3d10 necrotic damage. On hit, reality distorts, forcing your target to make a Dexterity saving throw or be pushed 15ft away from you. In addition, you can use your reaction to destabilize the javelin and trigger an explosion on impact. Creature within 10ft must make a Dexterity saving throw or be knocked prone and take 4d8 necrotic damage, or half the damage on a successful one. The explosion leaves distortion in the area until the end of your next turn, dealing 2d8 necrotic damage to any creature entering or ending its turn there. As a bonus action, you can reform the javelin after the eruption and teleport anywhere within the distorted area. This spell requires Concentration.

Coalescence

At 15th level, the Voidwalker grants you the ability to endure beyond mortal limits, using condensed Void Energy to suture wounds and stem blood loss. If an attack would drop you to 0 hit points, you can use your reaction to gain temporary hit points equal to 5d10 + your Wisdom modifier for 1 minute and bolster yourself in a highly condensed energy barrier that is immune to all attacks or effects until the start of your next turn. While you have these temporary hit points, you remain conscious despite making Death Saving Throws. If you lose these temporary hit points while at 0 hit points, you fall unconscious and automatically fail one Death Saving Throw. You can’t use this feature again until you finish a long rest.

Void Entanglement

Starting at 16th level, you have learned to bring uncharged energy into reality, overlapping distant locations into a single entangled space for you to traverse. As an action, you can expend a 8th level spell slot and choose up to 3 locations, each within 30ft of the previous one. You teleport to each location in sequence, making one melee weapon attack at each point, dealing 8d8 force damage on hit in addition to the weapons normal effects. You can then teleport to an unoccupied space within 15ft of your last point.

Void Singularity

Starting at 16th level, you have learned to compress uncharged energy so effectively that you can create artificial gravity. As an action, you can expend a 8th level spell slot and compress mass until it becomes a singularity on a point within 60ft for 1 minute. This area is considered difficult terrain and any creature that enters or ends their turn within 20ft of this point must succeed a Dexterity saving throw or be pulled straight to the center of the singularity, taking 4d6 force damage and becomes restrained. At the end of its turn, a target can make a Strength saving throw to end this effect and fall to the ground. This spell requires Concentration.

Rift of the Void

At 17th level, the Voidwalker bestows upon you the ability to rip through the space between reality, opening a rift capable of connecting two locations. As an action, you can open a small, interdimensional rift within space for 1 minute. Once opened, one of the following actions can be taken:

  • Pocket Dimension. As an action, you can connect to a small, pocket dimension capable of storing items or objects. Once connected, you can step through the rift, entering the 15ft cube or reach into it and retrieve an item with an action. When closed, any items, object or creatures inside remain trapped until opened again.
  • Translocation. As an action, you can attempt to locate a destination by looking through the rift. The more familiar you are with the location, the more likely you are to find it. Once found, you can observe the location until the rift closes, or attempt to locate a new location.
  • Transmission. After finding a location with Translocation, you can step through the rift with an action, instantly transporting you to the observed destination. Then, any creature within 5ft of the rift can also step through the rift with an action to the same destination for the duration or until you close the rift with a bonus action.

You can’t use this feature again until you finish a long rest.

Void Collapse

Starting at 18th level, you have learned to intertwine the unstable state of the void energy with the benign nature of the reality, accumulating in the coalescence of Convergence and Divergence. As an action, you can expend a 9th level spell slot to intertwine charged and uncharged matter on a point within 120ft, creating volatile energy within the space between. Divergence prevents the initiation of Convergence and Convergence prevents the inverse of Divergence, causing the fabric of reality to distort and tear itself apart at the seams until the space between collapses inwards on itself and causes a catastrophic implosion. Each creature within the 30-foot-radius sphere must make a Dexterity saving throw or take 10d8 necrotic and 10d8 radiant damage and be knocked prone, or half the damage on a successful save. The implosion leaves heavy distortion in the area for 1 hour. This area is considered difficult terrain and any creature that enters or ends their turn within the area must succeed a Constitution saving throw or suffer two levels of exhaustion. Nonmagical objects Large and smaller rapidly deconstruct into the void. Huge and larger objects have a 10-foot-sphere portion slowly collapse into the void.

Ascension of a Servant

At 20th level, your journey has unveiled the secrets of Void Energy, granting you a profound mastery over reality and the space between. Ascending beyond mortal limits, you can deconstruct matter like a true Voidwalker. As an action, you can target an Ionized creature, item, or object within 60ft to erase it from existence. Ionized creatures must succeed a Constitution saving throw or begin unraveling at the atomic level. At the start of its turn, it must make a Death Saving Throw. It accumulates one success on a roll of 10 or higher, or one failure on a 9 or lower. It remains conscious during this process. Three successes ends the effect. Three failures cause it to collapse into the void, dying instantly.

Tiny or Small non-magical objects vanish instantly, Medium or Large objects and unattended magical items vanish after 30 seconds, and Huge or Gargantuan objects and equipped or attuned magical items vanish after 1 minute upon a successful d100 roll against a DC set by your DM.

You can’t use this feature again until you finish a long rest.

Upcasting Void Spells

At 9th level, the Voidwalker bestows upon you the ability to cast your Void Spells with a 5th level spell slot. You regain all expended spell slots after a long rest.


Void Beam: Cast at 5th level increases damage to 6d10 force damage and target must succeed a Constitution saving throw or be stunned until the end of your next turn. The damage increases by 1d10 for each spell slot beyond 5th level.


Void Well: Cast at 5th level increases damage to 8d6 force damage, the implosion into a 20-foot-radius sphere and leaves an compressed energy in the area until the start of your next turn. Any creature that enters or ends its turn within the area has their speed reduced by 10ft. The damage increases by 1d6 for each spell slot beyond 5th level.


Void Collision: Cast at 5th level increases damage to 6d8 force damage and you regain hit points equal to half the amount of damage dealt. The damage increases by 1d8 for every other spell slot beyond 5th level.


Void Warp: Cast at 5th level allows you to teleport with another creature within reach up to 90ft. Unwilling creatures must succeed a Wisdom saving throw or be forced to teleport with you and take 4d8 force damage. The distance increases by 30ft for each spell slot beyond 5th level.


Void Repel: Cast at 5th level knocks creatures prone on a failed Dexterity saving throw, extends the cone to 30ft and increases the forced movement to 20ft. The forced movement increases by 5ft for each spell slot beyond 5th level.


Void Shift: Cast at 5th level allows you to exert fine motor control over objects, such as using a simple tool or opening a door and extends the range to 60ft, the shift to 30ft and the number of targeted creatures to 2. The range and distance increases by 15ft and the number of targets increases by 1 for each spell slot beyond 5th level.


Void Barrier: Cast at 5th level grants you advantage on Constitution saving throws and reduces incoming damage by 2d6. The amount of reduced damage increases by 1d6 for every spell slot beyond 5th level.


Void Weave: Cast at 5th level increases the range to 45ft and the area of effect by 5ft. The range increases by 15ft and the area of effect by 5ft for every spell slot beyond 5th level.


Void Cytosis: Cast at 5th level increases the amount of temporary hit points gained to 6d6. The d6 increases by 2d6 for each spell slot beyond 5th level.

Void Fission: Cast at 5th level causes you to take 2d8 damage to add 3d8 to a chosen damage roll. The self inflicted damage and bonus damage increase by 1d8 for each spell slot beyond 5th level. When using spell slots, stacking beyond your limit causes only one level of exhaustion.


Void Nova: Cast at 7th level increases the damage per bead to 6d6 necrotic damage and causes 2 levels of exhaustion. The damage per bead increases by 1d6 and the levels exhaustion increase by 1 for each slot beyond 7th level.


Void Veil: Cast at 7th level increases the radius of the veil by 10ft and Accompanying Veil by 5ft and you gain advantage on attack rolls against creatures within. The radius increases by 5ft for each spell slot beyond 7th level.


Void Fusion: Cast at 8th level increases the damage by 2d6 for each spell slot beyond 8th level.


Void Javelin: Cast at 8th level increases the damage by 1d10 and the explosion by 1d8 for each spell slot beyond 8th level.


Void Entanglement: Cast at 9th level increases the number of entangled locations to 5.


Void Singularity: Cast at 9th level increases the size of the singularity to 40ft, increases the damage to 6d6 force damage and increases the gravity of the area until it becomes difficult terrain. Any creature that enters or ends their turn within the singularity takes 3d6 force damage.

Adaptations

Starting at 5th level, you will gain small fragments of the accumulated knowledge of Servants past to expand your understanding of Void Energy, to alter and imbue your abilities with unique or lasting effects. Every other level you may choose one of the 3 Adaptations available at that level. You may switch between your Adaptations during a level up.


Upon reaching 20th level, you may switch between any three Adaptations during a long rest.

5th Level Adaptations

Inverse Repel

At 5th level, you can reverse the repulsion of Void Repel by grasping the negatively charged matter within space. On a failed Dexterity saving throw, creatures are pulled towards you up to 10ft in exchange for dealing half the damage.

Gravity Well

At 5th level, you can improve the attraction of Void Well by reducing compression, increasing the area of effect to 30ft and the pull to 15ft in exchange for dealing half the damage.

Piercing Beam

At 5th level, you can accelerate the momentum of Void Beam by increasing compression, creating a beam 30ft long and 5ft wide in exchange for dealing half the damage.

7th Level Adaptations

Accelerated Collision

At 7th level, the collapsed space created by Void Collision is momentarily accelerated, allowing you to make one additional melee attack against the effects original target.

Crushing Shift

At 7th level, when you use your bonus action to move a creature with Void Shift, you can compress dark matter around your target to crush them, dealing 2d8 force damage.

Synergetic Weave

At 7th level, while Void Weave is active, you can create an additional manipulation with a bonus action and sustain both effects simultaneously.

9th Level Adaptations

Displacing Warp

At 9th level, if another creature is within reach of you, you can use your reaction to cast Void Warp and teleport them in your place. Unwilling creatures must succeed a Wisdom saving throw or be teleported half the distance.

Evasive Warp

At 9th level, when you are hit by a melee attack, you can use your reaction to cast Void Warp to teleport up to 30ft away from the triggering effect, taking only half the damage.

Reactive Barrier

At 9th level, if you are hit by a melee attack while Void Barrier is active, you can use your reaction to add your Wisdom modifier to your AC for that attack, potentially causing the attack to miss you.

11th Level Adaptations

Endo Cytosis

At 11th level, you can grant the temporary hit points to a friendly creature within 30ft instead of yourself.

Robust Fission

At 11th level, you can take 1d6 damage to gain advantage on one chosen attack roll, ability check or saving throw.

Vivid Weave

At 11th level, you can refract light in order to create more realistic colors and patterns for your creations.

13th Level Adaptations

Ascending Warp

At 13th level, upon teleporting into the air, you can surround yourself in dark matter, allowing you to levitate for 1 minute while maintaining Concentration. While levitating, you can move up to your movement speed in any direction.

Distorting Nova

At 13th level, when you cast Void Nova, you can leave a field of distortion in the area of each eruption for 1 minute while maintaining Concentration. Any creature that enters or ends its turn within the distortion takes 3d6 necrotic damage.

Orbiting Veil

At 13th level, when you cast Void Veil, you can create a smaller 5-foot-radius veil that moves with you for the duration or if Concentration ends.

15th Level Adaptations

Falling Horizon

At 15th level, when you cast Void Collision at 7th level, you can overcharge the volatile energy within your weapon and tear through reality. Once released, you can choose to swing your weapon in an overhead slash or swing it in a circle, dealing 6d8 force damage, or half the damage on a successful save. With the overhead slash, your weapon causes a cascading shock wave to rapidly travel forward for 30ft, stunning any affected creature until the end of your next turn on a failed Constitution saving throw. With the spin, your weapon causes a the tear to instantly converge, knocking any creature within 15ft of you prone on a failed Dexterity saving throw. The damage increases by 1d8 for each spell slot beyond 7th level.



Meteor Shower

At 15th level, when you cast Void Beam at 7th level, you can overcharged the positively charged matter between your hands. Once released, a flurry of countless beams burst from your hands into a 30ft cone. Any creature within range must make a Dexterity saving throw or take 6d10 necrotic damage and be stunned until the end of their next turn, or half the damage on a successful one. The damage increases by 1d10 for each spell slot beyond 7th level.

Pulsar Flash

At 15th level, when you cast Void Well at 7th level, you can overcharged the negatively charged matter in the palm of your hand. Once released, you hurl an unstable bead to a point within 60ft, unleashing an implosion that flashes brightly with a deafening crack. Any creature within 20ft must make a Constitution saving throw or take 6d6 radiant damage and become blind and deaf until the end of their turn, or half the damage on a successful one. The damages increase by 1d6 for each spell slot beyond 7th level.



17th Level Adaptations

Vacuous Veil

At 17th level, when you cast Void Veil at 8th level, you can divide energy from reality and spin the imaginary energy left behind into a distorted veil of nothingness. This creates an opaque 30-foot-radius sphere of uncharged energy centered on you, creating magical darkness in the area for 1 minute. Creatures within or who enter this veil have disadvantage on attack rolls and saving throws and cannot be targeted by creatures outside the veil and must succeed a Constitution saving throw or suffer a -2 penalty to their AC for 1 minute. A chosen number of creatures equal to your proficiency bonus can be granted immunity to the veils effects.

Spatial Shift

At 17th level, when you cast Void Shift at 8th level, you can use your bonus action to tear open a rift in reality, plunging the target through the space between and back to any point within 90ft of the rift and breaking your grasp on the target and causing the target to be stunned until the end of their next turn. Should this effect teleport the target into an occupied space, it is shunted into the nearest unoccupied space and takes 4d8 force damage.

The Final Adaptation

Reality Collapse

At 19th level, when casting Void Collapse, you can fuse charged and uncharged energy at a point within 120ft, inverting Convergence and Divergence to collapse reality into a 15ft cube of intangible, imaginary mass. Creatures within 30ft must succeed a Dexterity save or be pulled to the center, taking 16d8 + 20 force damage, or half the damage on a successful one. Trapped creatures must then succeed a Charisma saving throw or slip through reality and be teleported to the Astral Plane, where they are incapacitated. After 1 minute, the cube fills in the collapsed fabric of reality, returning targets to the nearest unoccupied space, who are then paralyzed until the start of your next turn.

Aptitude Features

At 2nd level, you have chosen a certain aspect of your abilities to improve with Void Energy. Your choice grants you features at 2nd level and again at 6th, 10th and 14th level.

You can switch your chosen Aptitude during a level up, but upon reaching 2nd, 6th, 10th and 14th level, your chosen Aptitude permanently etches one of the following benefits into your being. Once chosen, these benefits cannot be changed, even after switching Aptitudes.

Scourge

Scourges of the Voidwalker are the bane of the arcane, following a path towards the eradication of all impure arcana.

Bonus Proficiencies

At 2nd level, you gain proficiency with Medium Armor.

Void Nullification

At 2nd level, when a creature within 5ft of you casts a spell, you can make a retaliatory strike against that spell in attempt to nullify it. They must succeed a Constitution saving throw or fail to cast the spell that triggered this feature.

You can’t use this feature again until you finish a long rest.

Purification

At 6th level, when a creature hits you with a spell attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to fail as you cleanse the impure arcana into void energy, gaining resistance to the damage type of the spell until the end of your next turn. You can use this benefit a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Dissolution

At 10th level, whenever an Ionized creature casts a spell, it takes 1d8 + your Wisdom modifier in necrotic damage as the impure arcana clashes against their altered energy.

Voidscourge

At 14th level, when targeted by a spell of 5th level or lower, you can use your reaction to cut down the impure arcana and cause the spell to absorbed by your blade. If you hit a creature with this weapon, you immediately unleash the effects of the absorbed spell against the target, who must succeed a Wisdom saving throw or suffer the damage and any listed effects of the spell. Only the targeted creature can suffer these effects. If the spell is of 6th level or higher, make an attack roll with your weapon. If the roll is higher than 12 + the level of the spell, you strike the spell down and absorb it.

You can’t use this feature again until you finish a long rest.

Slayer

Slayers of the Voidwalker are menaces to the weak, following a path of visceral strength and carnage.

Bonus Proficiencies

At 2nd level, you gain proficiency with Heavy Armor.

Void Suppression

At 2nd level, when you hit a creature with a melee weapon attack, you can create a loud burst to erupt upon impact. The target must succeed a Dexterity saving throw or be knocked prone and become frightened of you. It can repeat the saving throw to end this effect at the end of its turn.

You can’t use this feature again until you finish a long rest.

Attraction

At 6th level, if you miss a creature with a melee weapon attack, you can use your reaction to add your proficiency bonus to the total rolled, potentially hitting the target anyway as you infuse the space with negatively charged energy to your weapon with your target. You can use this benefit a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Attenuation

At 10th level, once per turn, when you hit an Ionized creature with a melee weapon attack, it takes 1d8 + your Wisdom modifier in force damage as you infused your weapon with a surge of both positively and negatively charged energy.

Voidslayer

At 14th level, if you roll a 18 or 19 on a melee weapon attack, you can use your reaction to overcharge your weapon in volatile energy, devastating your target in an eruption of pure carnage. You deal force damage equal to double your Wisdom modifier and score a critical hit for this attack.

You can’t use this feature again until you finish a long rest.

Weaver

Weavers of the Voidwalker are the envies of any mage, following a path of unfathomable prowess with the Void.

Bonus Proficiencies

At 2nd level, you gain proficiency in your choice of Intelligence or Charisma saving throws.

Void Affliction

At 2nd level, when you force a creature to make a saving throw, you can instill the targets mind with confusion and discomfort as they try to understand the very nature of void energy. The target must succeed a Wisdom saving throw or become stunned until the end of their next turn.

You can’t use this feature again until you finish a long rest.

Impression

At 6th level, if a creature within 30ft of you fails a saving throw, you can use your reaction to add your proficiency bonus to the total rolled, potentially allowing the target to succeed their saving throw. You can use this benefit a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Ebullition

At 10th level, whenever an Ionized creature makes a saving throw, it takes 1d8 + your Wisdom modifier in radiant damage as you create a momentary, self contained explosion within the targets altered energy.

Voidweaver

At 14th level, if you are forced to make a saving throw against a spell of 5th level or lower, you can use your reaction to bend reality all around you and redirect the effect back at the caster, potentially causing them to suffer the effects of the redirected spell in your place. The target must succeed a Wisdom saving throw or suffer the damage and any listed effects of the spell. Only the targeted creature can suffer these effects. If the spell is of 6th level or higher, roll a Wisdom saving throw. If the roll is higher than 12 + the level of the spell, then the spell is redirected to the source.

You can’t use this feature again until you finish a long rest.

Magic Items

Amulet of the Voidwalker

Wondrous item, varies (requires attunement)

An amulet depicting an atom, the symbol of Void Energy, to anoint a chosen Servant of the Voidwalker. Created by intertwining a small portion of the Voidwalkers own energy with the impure arcana that was cleansed from its Servant. If destroyed, the energy stored within fuels a powerful explosion, dealing 5 times your Voidwalker level in force damage to any creature within 15ft of the detonation.

When multiple amulets are gathered, they resonate and increase the attuned amulets power, granting the Servant additional abilities and improving their efficiency with channeling Void Energy. For this reason, Servants are often incentivized to find and claim these amulets for themselves.

While attuned to this amulet and possessing other amulets, you gain a bonus to spell attack rolls and to the saving throw DCs of Void Spells. This bonus is determined by the item's rarity, which is determined by the number of Amulets in the Servant's possession. Two amulets are uncommon (+1), three amulets are rare (+2), four amulets are very rare (+3). You can only be attuned to one Amulet of the Voidwalker at a time.

This amulet has 5 charges. All charges are lost at dawn.

Defeating an opponent grants you 1 charge, as a small portion of their fading energy is absorbed by the amulet.

Relentless. As an action, you can expend 3 charges and recover 1 level of exhaustion. Requires attunement to an Amulet of the Voidwalker (+1).

Limitless. As an action, you can expend 5 charges and regain one 5th level spell slot. Requires attunement to an Amulet of the Voidwalker (+2).



Ring of the Voidwalker

Ring, legendary (requires attunement)

A ring made of actual dark matter, created to anoint a worthy Servant of the Voidwalker. This ring is imbued with the consciousness of the Voidwalker, created by gathering multiple Amulets of the Voidwalker and combining them through a special ritual. Once 4 unattuned amulets have been gathered, their shapes automatically collapse into void energy before forming an incomplete ring. In order to complete this ring, you must be attuned to an amulet of the Voidwalker (+3), which collapses during the ritual, filling in the gaps of the incomplete ring. Attempting to equip this ring without attunement causes the creature to instantly be knocked unconscious. While unconscious, the creature suffers 1 level of exhaustion per turn until the ring is removed.

In order to attune to this ring, a special ritual must be conducted. You must gather 6 creatures and position them in a circle around you before equipping the ring. These creatures can be allies, friends or loved ones. Once these requirements are met, the special ritual begins. The ring begins to radiate volatile energy, materializing the Voidwalker as an abstract, gaseous head with piercing red eyes. The Voidwalker then plunges all participating creatures into the Astral Plane before forming a telepathic link between all participants, allowing every creature to understand its speech in a language it understands and creates a special Zone of Truth that prevents creatures from ignoring questions.



Then, the Voidwalker begins questioning the participants with the purpose of reaching a judgment. When not being questioned, participants can listen and look around, but cannot leave or speak until spoken to. The Voidwalker can also selectively chooses moments in their Servant's life and project them unfiltered and in the third person to every participating creature to observe before asking questions. These questions could be about the events the participant witnessed during the projection, actions their Servant has taken, knowledge that the participant was not aware of, their personal feelings towards the Servant, etc. Once every creature has been questioned, the Voidwalker's attention turns to its Servant, asking them a few difficult questions. It will ask what led them to the lowest moments in their lives, what is stopping them from falling again, what their goal are and if they think they can be accomplished, about the creatures they've chosen for the ritual and why they were chosen over others, etc.

Once satisfied, the Voidwalker will turn back to the participants and ask each of them one question. "Do you believe my Servant is worthy to wield my power?" Once every creature has been questioned, its red eyes close for a moment, mulling over events of the entire ritual. Before reaching a judgment, it opens its eyes and says, "You've witnessed key moments of your life unfold before your very eyes. Braved the judgment of your allies. Withstood countless trials in your service to the Void. The time has come. Do you believe yourself worthy to be a Voidwalker?" After hearing their Servant's answer, the Voidwalker collapses back into the ring and ends the ritual.

If the Servant is judged unworthy, despite claiming to be worthy, the ring shatters. If the Servant is judged unworthy but claims to be unworthy as well, they are unattuned to the ring and cannot perform the ritual again for 6 months. If the Servant is judged worthy, they gain the following benefits.

  • You have advantage on Saving Throws against spells and other magical effects.
  • Spell Attacks against you are made at disadvantage
  • You gain a +3 bonus to spell attack rolls and to the saving throw DCs of your Void Spells.

This ring has 5 charges. All charges are lost at dawn.

Defeating an opponent grants you 1 charge, as a portion of their fading energy is absorbed by the ring.

Relentless. As a bonus action, you can expend 3 charges and recover 1 level of exhaustion.

Limitless. As a bonus action, you can expend 5 charges and regain one 5th level spell slot.

Worthy. As an action, you can expend a number of charges and regain hit points equal to your Wisdom modifier per expended charge.

Blade of the Voidwalker

Weapon (longsword), very rare (requires attunement)

By infusing Void Energy into this magic hilt, a warping blade bursts into form. While this blade normally functions as a Longsword, you can alter the form the blade takes. As a bonus action, you can change the weapons shape into a Dagger, Shortsword, Rapier, Longsword or a Greatsword.

You gain a +1 bonus to attack and damage rolls and deal Necrotic or Radiant damage instead of slashing on hit.

This weapon has 3 charges. You regain 1 charge at dawn.


Decisive. As a reaction to defeating an opponent, you can absorb their fading energy into the blade and regain 1 charge.


Determined. As a reaction to missing a melee weapon attack, you can expend 1 charge and reroll that attack.


Void Wave. As an action, you can expend 3 charges and channel Void Energy into the blade and unleash it with a slash, creating a wave of cracking energy. Any creature within a 30ft cone must make a Dexterity saving throw or take 2d8 force damage, or half the damage on a successful one.


Just like your Void Spells, the Blade of the Voidwalker gets stronger as you level up. These improvements include:


  • At 11th level, you gain a +2 bonus to attack and damage rolls, deal an extra 1d8 Radiant or Necrotic damage on hit and the damage of Void Wave increases to 3d8.

  • At 13th level, you gain a +3 bonus to attack and damage rolls, deal an extra 2d8 Radiant or Necrotic damage on hit and the damage of Void Wave increases to 4d8.

  • At 15th level, the damage of Void Wave increases to 5d8 and Decisive allows you to regain all expended charges.


Scepter of the Voidwalker

Staff, very rare (requires attunement)

This elegant staff perpetually absorbs lingering arcane and divine magic, before cleansing it and expelling void energy. Can act as spellcasting focus or a magic quarterstaff, granting a +1 bonus to attack and damage rolls.

The scepter has 9 charges. All charges are lost at dawn.


Spell Cleanse. As a reaction to being targeted by a spell that only effects you, you can absorb the magic of the spell into the scepter, canceling its effect and gaining a number of charges equal to half the absorbed spell's level. However, if doing so brings the total number of charges above 9, the staff becomes overcharged and you suffer 1 level of exhaustion.


Spell Recovery As an action, you can expend 5 charges and regain one 5th level spell slot. You can regain higher level spell slots by expending additional charges. To regain a 6th level spell slot, you must expend 6 charges and suffer 1 level of exhaustion. The number of charges and exhaustion increase by 1 for each spell slot above 6th level.


Void Fall. As an action, you can expend 2 charges and unleash a torrent of Void Energy that descends onto a creature within 60ft. On a failed Constitution saving throw, the target has disadvantage on the next weapon attack roll it makes and takes 1d12 force damage or half the damage on a successful one. By expending 2 additional charges, you can increase the damage of Void Fall by 1d12.


Just like your Void Spells, the Scepter of the Voidwalker gets stronger as you level up. These improvements include:


  • At 11th level, you gain a +1 bonus to Void Spell damage.

  • At 13th level, you gain a +1 bonus to your spell save DC.

  • At 15th level, when using Spell Cleanse, you gain a number of charges equal to the absorbed spell's level.


Shield of the Voidwalker

Armor (shield), very rare (requires attunement)

When this small forearm brace is infused with Void Energy, a protective shield bursts into form, granting you a +2 bonus to AC while this shield is activated.

This shield has 3 charges. You regain 1 charge at dawn.


Tempered. As a reaction to being targeted by an attack roll, you can expend 1 charge and expand the density of your shield, increasing your AC by +2 for that attack.


Tough. As a reaction to taking a critical hit, you can expend 2 charges and turn the critical hit into a normal hit.


Void Dome. As an action, you can expend 3 charges and quickly expand the Void Energy from your shield and create an opaque dome of energy for 1 minute. Any creature within the 10-foot-radius sphere must succeed a Dexterity saving throw to use their reaction and move outside the dome or become surrounded. Void Dome has 20 AC and no light or sound can pass through it. When hit, a section of the dome, equal to the size of the weapon or object that hit it, collapses.


Just like your Void Spells, the Shield of the Voidwalker gets stronger as you level up. These improvements include:


  • At 11th level, this shield grants a +3 bonus to your AC.

  • At 13th level, this shield grants a +4 bonus to your AC.

  • At 15th level, you regain all expended charges at dawn.


Edge of Spatial Laceration

Weapon (dagger), very rare (requires attunement)

This matte black dagger lacks any discernible features, resembling a tear in reality shaped into a blade that hums with instability. Dull to the touch and unnaturally heavy, it only deals 1d4 bludgeoning damage on a hit.

While attuned, when you attack with another weapon that lacks the two-handed or heavy properties, you can make one extra attack with this dagger as a bonus action.

This dagger has 3 charges. You regain 1 charge at dawn.

Echo. As a bonus action, you can expend 1 charge and make a weapon attack with this dagger. On hit, the target must succeed a Constitution saving throw or be stunned until the end of their next turn, as the dagger emits a deafening echo, as if protesting its misuse.

Rend. As an action, you can expend 2 charges and swing the dagger in front of you, creating a tear in the fabric of reality and distortion to violently fluctuate within the empty space. You then strike the tear with another weapon, causing the distortion to burst into reality, launching a cross shaped projectile 20ft wide and 20ft tall that travels for 90ft before dissipating. Any creature in the projectiles path must make a Dexterity saving throw or take 3d6 necrotic and 3d6 radiant damage and gain a Distorted Wound for 1 minute, or half the damage on a success. Creatures with a Distorted Wound cannot regain hit points and must succeed a Constitution saving throw at the start of each of its turns or take 2d6 force damage. As an action, the creature or another creature within 5ft can make a Wisdom (medicine) check to understand the wound. Upon success, the wound can be closed if the creature receives any magical healing.

Orb of Mass Alteration

Wondrous item, very rare

A crystalline orb filled with a swirling, gaseous energy, capable manipulating the atomic mass of reality.

As an action, you can speak one of four command words and point at an object or creature within 15ft of you. The orb breaks and the gaseous energy soars in the air and surrounds the space of the object or creature and forces them to make a Wisdom saving throw. Upon failure, one of the following effects takes place for 1 minute.

Reduce. The orb attempts to reduced the weight of the nearest creature, cutting their original weight in half. While halved, the creatures speed is increased by 10 and they have advantage on Dexterity saving throws, but have disadvantage on Strength saving throws.

Magnify. The orb attempts to magnify the weight of the nearest creature, doubling their original weight. While doubled, the creatures speed is decreased by 10 and has disadvantage on Dexterity saving throws, but has advantage on Strength saving throws.

Levitate. The orb attempts to eliminate the weight of the nearest creature until they begin to float in the air. While levitating, the creature floats 5ft into the air and can move by pushing or pulling against a fixed object or surface within reach and has advantage on Dexterity saving throws, but automatically fails Strength saving throws.

Collapse. The orb attempts to increase the weight of the nearest creature until they buckle under their own weight. While collapsed, the creatures speed is reduced to 0, gain a +2 bonus to their AC, have advantage on Strength saving throws, but automatically fails Dexterity saving throws.

At the end of its turn, the target can repeat the saving throw to end this effect. Once ended, the gaseous energy solidifies back into an orb, falling to the ground with a thud and cannot be used again until dawn.

Cubes of Quantum Entanglement

Wondrous item, very rare

A pair of coexisting, floating cubes created from the division of single instance of dark matter. One cube is liquid held together by negatively charged energy and one is a solid that repels the space around it with positive. No matter how far apart the two cubes get from one another, due to the manner of their creation, they are always connected as they exist within the same space within the space between.

As an action, you can speak one of two command words and point at two creatures within 30ft of you. The cubes then split apart and teleport into the spaces of the creatures and force them to make a Wisdom saving throw. Upon failure, one of the follow effects takes place for 1 minute.

Entangle. The cubes intertwine the creatures within the space between, causing anything that affects one of the creatures to immediately affect the other.

Separate. The cubes separate the creatures energy, sealing one within the space between and the other within reality, preventing either one from interacting with or affecting the other in any way.

At the end of its turn, the target can repeat the saving throw to end this effect. After 1 minute, both cubes fly back towards one another and cannot separated again until dawn.

Shards of Dimensional Communion

Wondrous item, rare

A beautiful, polished cluster of a purple gemstone with slow moving clouds of Void Energy swirling within. Upon closer inspection, several hairline fractures are present beneath the surface of the stone and it is cold to the touch. You can magically fracture a number of shards from the cluster equal to your Wisdom modifier. Once a shard has been created, you can do one of the following:

  • As an action, you can remotely view one shards location through the clouds within the stone cluster and communicate with them directly.
  • As an action, you can choose one existing shard and shatter it, allowing you to create one additional shard.
  • Once per day, as an action, you can choose one of the existing shards and teleport yourself and a number of willing creatures equal to your Wisdom modifier to the shards location.

Mantle of Dark Matter

Wondrous item, rare (requires attunement)

An ethereal cloak radiating plumes of Void Energy downward like smoke. On command, the mantle rapidly expands around the wearer and surrounds them, allowing the wearer to slip into the space between the fabric of reality, the Astral Plane. During this time, you can move in any direction, ignoring all objects and effects that are not within the space between, allowing you to move through objects on the plane you originated from.

While within the space between, the plumes of smoke that once surrounded you remains in the plane you originated from, but following your movements. You can only affect and be affected by other creatures within the space between.

This effect can be dismissed at any time. This cloak works for a total of up to 10 minutes per day. This duration need not be continuous, but it must be used in 1 minute increments. When this effect ends, you are immediately returned to the plane you originated from in the nearest unoccupied space in the plume of smoke as it slowly dissipates around you.

Rod of Static Recall

Wondrous item, rare

This matte black rod lacks any discernible features, appearing less like a physical object and more like a tear in the fabric of reality, shaped into the form of a rod.

As an action, you can channel energy into the rod, causing it to radiate uncharged matter and become magically anchored in place. While anchored, the rod remains fixed in space, unmoving even under immense force.

While anchored, you can use an action to teleport to the nearest unoccupied space next to the rod. When you do, the surrounding energy dissipates and the rod falls to the ground.

Epic Levels

Upon reaching level 21, you have reached a milestone few Servants before you have achieved. But your journey to true Ascension has only just begun.

Epic Levels Progression Table
Level Features Bonus Damage Die
21st Advanced Aptitude, Epic Boon +1 Die
22nd Irresistible Ionization -
23rd Epic Boon -
24th Additional Adaptations +2 Die
25th Epic Boon -
26th Calamitous Convergence -
27th Epic Boon +3 Die
28th Deteriorating Divergence -
29th Epic Boon -
30th Ascension of a Voidwalker +4 Die

Fate of the Servant

When your servitude began, your fate was eternally bound to the incomprehensible Patron God, but upon unraveling the secrets of dark matter, you have discovered new paths that could unravel your fate into something new. As you continue to develop your abilities and reach heights yet unknown, there may come a time when you are powerful enough to choose your own fate. Will you remain a loyal Servant for all eternity, or do your ambitions surpass those you serve? Or perhaps, you are destined for something else entirely.

Fate
d6 Fate
1 Pawn in a Grand Scheme, you are a willing key component amongst the Voidwalker's incomprehensible goals.
2 Hand of the Voidwalker, you are the loyal right hand of the Voidwalker, lending your input and enacting it's will.
3 Usurping the False God, you plot to overthrow the Patron God of the Astral Plane and claim the title of Voidwalker for yourself.
4 Break your Binds, you wish to sever your eternal servitude without forgoing the unprecedented abilities you've mastered.
5 End the Cycle, to free the world from access to Void Energy, you must eliminate the Voidwalker and all it's Servants from existence.
6 Rejection of Ascension, you wish to find a way to return to your mortal coil and who you were before you were claimed by the Voidwalker.

Epic Boons

At 21st level, and every other level thereafter, you gain the benefits of one Epic Boon. Alternatively, you can instead gain the benefits of a Feat or Ability Score Improvement.

Bonus Damage Die

At 21st level, and every three levels thereafter, you can roll one additional damage die for all Void Spells.

Advanced Aptitude

At 21st level, your aptitude with the void has ascended to greater heights. You gain an increase in the effects of your chosen Aptitude by +1.

Irresistible Ionization

At 22nd level, you can Ionize creatures without requiring a saving throw and can Ionize a number of creatures equal to half your proficency bonus rounded down at once.

Additional Adaptations

At 24th level, and every other level thereafter, you can choose one unlearned Adaptation up to 13th level and permenatly retain the knowledge of that chosen Adaptation.

At 30th level, you may choose one 15th level Adaptation.

Calamitous Convergence

At 26th level, the power of Convergence is significantly amplified. You can expend 5th level spell slot and increase the range to 20ft and the damage to 8d8 radiant damage. The damage increases by 1d8 for each spell slot beyond 5th level.

Deteriorating Divergence

At 28th level, the power of Divergence is significantly amplified. You can expend 5th level spell slot and cause the target to suffer disadvantage on any saving throws it makes and suffer a -6 penalty to their AC for the duration. The AC penalty increases by 1 for each spell slot beyond 5th level.

Ascension of a Voidwalker

At 30th level, you have Ascended to something beyond Godhood, requiring neither worship nor pacts to fuel your divine prowess. Having walked an unforeseen path and forged a new fate, you have also learned to manipulate dark matter to create something new. As an action, you can attempt to create an object, item or creature within reach.

Creation of an object or item requires time and Concentration as you rearrange matter into your desired creation. Creating a Large or smaller object or non-magical item requires 1 minute of precise construction. Creating a Huge or Gargantuan object or magical item requires 1 hour of precise construction. If Concentration is broken for more than 10 minutes, the spell fails and the object or item is deconstructed back into the void.

Creation of a creature requires significantly more time and Concentration. Creating a living being requires 6 hours of precise construction. If Concentration is broken for more than 1 hour, the spell fails and the creature is deconstructed back into the void. Upon completion, you will have created a being as you desire, of Large or smaller size and have rewarded it with it's own abilities, personality, ideals, bonds and flaws. It is a completely real being, capable of learning and becoming more powerful.

You can’t use this feature again until you finish a long rest.

Afterword
Created by Maxwell Chase

Thank you for reading. Like all homebrew, this new class is constantly being updated, tested and tweaked in an ongoing campaign by experienced veterans. Please feel free to give the Voidwalker a try for yourself!


Suggestions, Corrections and Discussions are always welcome. Feel free to contact me at: MaxwellChase@iCloud.com