Cleric:Void Domain
The Void Domain focuses on the full and author annihilation of everything. The void grants its followers the power to end all life and creation itself.
Void Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | Inflict Wounds/Hex |
| 3rd | Silence/Darkness |
| 5th | Fear/Hunger Of Hadar |
| 7th | Blight/Banishment |
| 9th | Negative Energy Flood/Contagion |
Hollowness
- You have advantage on saving throws against being charmed, frightened and magic can't put you to sleep.
Taint
- Also starting at 1st level, the void starts to eat and devour your soul extinguishing the divine within you, all radiant damage you deal is replaced whit necrotic damage.
- At level 8th the void eats more whit in you turning you whiting nothingness every healing spell you cast on a creature is reduced by an amount equal to 2 + the spell's level. But you are able to cast your healing spell on your enemies and the healing is applied as necrotic damage on them.
- At level 14 when you kill a creature it body disintegrates in to nothingness. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.
Channel Divinity: Void Prism
(replaces Channel Divinity: Turn Undead)
- At 2nd level, as an action, choose up to two corpses of Medium or Small creature within 20ft. Each corpse becomes a Void Spawn under your control. As a bonus action on each of your turns, you can mentally command any creature you spawned with this effect if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must use the Channel Divinity on the creature before the current 24-hour period ends.
Channel Divinity: Annihilation
(replaces Channel Divinity: Destroy Undead)
- As an action, you create a ripple in reality that connects the plain you are to and the Void at a point you can see within 100ft. The ripple is a sphere with a 10-foot radius. Each creature within 40 feet of the ripple when it appears must make a Strength saving throw DC equaling to your spell save DC. On a failed save, the creature takes 10d6 force damage and is pulled to within 5 feet of the ripple. On a successful save, the creature takes half as much damage and is knocked prone but isn’t pulled toward the black hole.
- Within the 10 feet ripple a creature with darkvision can't see through the magical darkness, and nonmagical light can't illuminate it. No sound can be created within or pass through the area. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there and on the start of its turn takes 10d6 force damage.
- For the duration, the area is difficult terrain and a creature that’s within 10 feet of the ripple at the start of its turn must make a successful Strength saving throw DC equaling to your spell save DC or take 8d6 force damage and be pulled 10 feet closer to the center of the ripple and its speed reduced to 0 until the start of its next turn. A creature that’s within 40 feet of the ripple (but not within 10 feet of it) at the end of its turn takes 3d6 force damage.
- A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.
- After casting this effect your speed is reduced to 0 and you cant take action on your turn for the duration of 1 min of this effect.
Tranquility of nothingness
Starting level 17 level, the void consumed you fully you can expend a use of your Channel Divinity to improve your concentration. As a bonus action, you let the void take over your mind and for one minute you can maintain two concentration spells. At the end of the effect, you take 5d6 psychic damage from the strain and one point of exhaustion. Upon taking damage you make only one check to maintain Concentration and on a fail, both spells fail and you take 5d6 psychic damage from the strain and one point of exhaustion The number of times you can use this feature equals to your proficiency modifier.