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Void Domain
The void; an abstract of the space between matter, which simultaneously exists both within and outside the known multiverse. Creatures which reside in the great dark or have paradoxically spawned from this nothingness tend to hold immense power, embodying the ever-encompassing nature of the emptiness beyond all things. While these beings, such as Hadar or Yog-Sothoth, tend not to be deities in the modern interpretation, they have found that the worship they receive from lesser beings adds to their influence and grant quasi-divine magic to those who offer faith. ##### Void Domain Spells | Cleric Level | Spells | |:---:|:-----------:| | 1st | *arms of hadar, cause fear* | | 3rd | *darkness, nystul's magic aura* | | 5th | *dispel magic, pulse wave* | | 7th | *dimension door, entropy* | | 9th | *planar binding, telekinesis* | ####
Dark Certitude
At 1st level, you can't be moved from your space by magic when you are in dim light or darkness, unless you want to be. You can spend 1 minute to share this effect with a creature of your choice within 10 feet of you for 8 hours. Once you share this effect, you can't do so again until you finish a long rest. ####
Embrace of the Beyond
Also at 1st level, you can use your reaction when a creature ends its turn within 5 feet of you or an allied creature within 60 feet of you, forcing it to make a Strength saving throw against your cleric spell save DC. If it fails, its speed becomes 0 until the end of its next turn as tenebrous tendrils grasp it. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. ####
Channel Divinity: Null Space
Starting at 2nd level, you can use your Channel Divinity to create a field of magical incomprehensibility. As an action, you present your holy symbol and a sphere of alien energy emanates from your space. This sphere has a 20-foot radius and lasts for 1 minute. A creature in this area that attempts to cast a spell must make a Wisdom saving throw against your cleric spell save DC or lose the spell. Class features, such as spell slots, are not expended from failing this saving throw, but the action, bonus action, or reaction used for the spell is lost. You choose a number of creatures equal to half your proficiency bonus (rounded up) that are immune to this feature as part of this action. ####
Malleable Positionality
At 6th level, you can use your action to target two creatures of your choice within 60 feet of you and immediately teleport each one to the space that the other occupies. An unwilling creature must make a Wisdom saving throw against your cleric spell save DC to resist this effect. If a target succeeds this saving throw, the effect fails for both creatures. Once you use this feature, you can't use it again until you finish a short or long rest. \columnbreak
*Art Credit: Clayscence - deviantart.com/clayscence* ___ ####
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. ####
Voidbringer
Upon reaching 17th level, your worship grants you the ultimate favor which a great being of the void will impart upon a mortal: - When you finish a long rest, you choose between force damage, necrotic damage, or psychic damage. You gain resistance to that damage type until you choose a different one with this feature. - A creature affected by your Embrace of the Beyond feature has disadvantage on Intelligence and Wisdom saving throws against your cleric features and spells, as the tendrils you summon distract and slow their mind.
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VOID DOMAIN CLERIC