Servant of the Voidwalker

by MaxwellChase

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Servant of the Voidwalker

Voidwalker Progression Table

Level Voidwalker Features Void Spells 5th level Spell Slots Adaptations
1st Prowess, State of the Void Void Beam, Void Flare, Void Impact 0 0
2nd -- Void Warp 0 0
3rd Convergence Void Push, Void Shift 0 0
4th Ability Score Improvement -- 0 0
5th Adaptations -- 0 1
6th -- Void Barrier, Void Shape 0 1
7th Divergence -- 0 2
8th Ability Score Improvement Void Cytosis, Void Fission 0 2
9th Emergence of the Void -- 1 3
10th Evolution of the Void -- 1 3
11th -- -- 2 4
12th ASI, Expanse of the Void Void Nova, Void Veil 2 4
13th -- -- 2 5
14th -- Void Fusion 3 5
15th Eternity of the Void -- 3 6
16th Ability Score Improvement Void Singularity 3 6
17th Realm of the Void -- 4 7
18th -- Void Collapse 4 7
19th Ability Score Improvement -- 4 8
20th Ascension of a Voidwalker -- 4 8

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.

In honor of serving the Voidwalker, you are expected to demonstrate the unachievable prowess of the Void and weave tales of the Voidwalker to echo throughout time immemorial.

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.

Voidwalker Features

Level Voidwalker Features Additional Spell Slots
1st Prowess, State of the Void -
2nd -- -
3rd Convergence -
4th ASI -
5th Adaptations -
6th -- -
7th Divergence -
8th ASI -
9th Emergence of the Void -
10th Evolution of the Void -
11th -- -
12th ASI, Expanse of the Void One 6th
13th -- -
14th -- One 7th
15th Eternity of the Void -
16th ASI One 8th
17th Realm of the Void -
18th -- One 9th
19th ASI -
20th Ascension of a Voidwalker -

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, Abilities, Features and Magic Items unique to this class that allow to perform tremendous feats of dark matter manipulation. Unless otherwise specified, you are unaffected by your own manipulation of Void Energy.

As a Voidwalker, 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, Medium 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 also be upcasted to higher levels if you have the spell slots available to do so. See page 6 for more details.

Spellcasting Ability

Wisdom is your spellcasting ability for your Void Spells.


Spell Save DC = 8 + proficiency + Wisdom modifier


Spell Attack Modifier = proficiency + Wisdom modifier

Prowess

At 1st level, the Voidwalker bestows upon you the ability to enhance your combat prowess. Choose one of the following.


Caster. Your spell casting prowess is enhanced. When you cast a Void Spell, you gain a +1 bonus to your spell save DC.


Warrior. Your melee prowess is enhanced. When you are wielding a melee weapon, you gain a +1 bonus to attack rolls and damage rolls with that weapon.


Spellblade. Your overall prowess is enhanced. When you cast a Void Spell or are wielding a melee weapon, you gain a +1 bonus to attack rolls.


You can switch your Prowess during a level up.

State of the Void

At 1st level, the Voidwalker bestows upon you the ability to channel Void Energy, the all encompassing term for the unobservable fabric between reality in all its states, each with their own properties and effects.

  • Positive Void is positively charged dark matter, capable of repelling and deconstructing space. When a creature collides with positive energy, the energy attempts to repel the space between the creature's mass, causing the target to become Positively Charged. While Positively Charged, saving throws made against spells using Negative Void are made at disadvantage. The charge ends on a failed save.
  • Negative Void is negatively charged dark matter, capable of attracting and compressing space. When a creature is surrounded with negative energy, the energy attempts to fill the space between the creature's mass, causing the target to become Negatively Charged. While Negatively Charged, attack rolls using Positive Void against the target are made at advantage. The charge ends on hit.
  • Volatile Void is equally charged dark matter existing unnaturally within reality. Attracting and repelling itself without converging, perpetually on the verge of collapse at the slightest tip of the scale, creating the effects of both a Positive Charge and Negative Charge.
  • Neutral Void is the uncharged dark matter that encompasses most of known space. It's benign nature allows it to overlap and divide harmlessly with reality.

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.

This spell uses Positive Void and increases in damage by 1d10 when you reach 5th level (2d10), 10th (3d10), 15th (4d10) and 20th level (5d10).

Void Flare

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 can hurl the bead to a point within 60ft, unleashing an implosion of negative energy. Each creature within 10ft must make a Dexterity saving throw or be pulled 5ft towards the center point and take 1d6 force damage, or half the damage on a successful one.

This spell uses Negative Void and increases in damage by 1d6 when you reach 5th level (2d6), 10th (3d6), 15th (4d6) and 20th level (5d6).

Void Impact

Starting at 1st level, you have learned gather both Positive and Negative Void and channel it into your weapon. As an action, you can make a melee weapon attack against a creature, tearing the space between along your weapons path before converging, creating a shock wave of volatile energy that crashes into the creature. The creature suffers the weapons normal effects and must succeed a Dexterity saving throw or take an additional 1d8 force damage.

This spell uses Volatile Void and increases in damage 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. Teleporting on 2 consecutive turns cuts the distance you can teleport in half and prevents you from teleporting again for 1 turn.

This spell uses Neutral Void and does not trigger an attack of opportunity when within reach of a creature but only allows you to teleport up to half the distance.

Convergence

At 3rd level, the Voidwalker bestows upon you the ability to intertwine the states of Negative and Positive Void. When a Negatively Charged creature collides with Positive Void, you can use your reaction to create a Convergence. This causes the space between to rapidly compress until violently expanding, creating an explosion centered on the target and ending their Charged effect. Creatures within 10ft of the explosion must make a Dexterity saving throw or take 2d8 radiant damage, or half the damage on a successful one.

Void Push

Starting at 3rd level, you have learned to grasp the positively charged matter within a target and violently repel it. As an action, you can attempt to push a target within 30ft of you. On hit, the target is forcibly moved in a straight line away from you up to 15ft and takes 1d8 force damage.

This spell uses Positive Void and increases in damage by 1d8 when you reach 5th level (2d8), 10th (3d8), 15th (4d8) and 20th level (5d8).

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 lifted into the air, reducing their speed to 0. Once airborne, as a bonus action, you can move the target up to 10ft in any direction. At the end of its turn, the target can repeat the saving throw to end this effect and fall to the ground.

This spell uses Negative Void and 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 reduces all incoming by 1d6 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 uses Neutral Void and requires Concentration. After using this spell once, you suffer one level of exhaustion for each subsequent use until you finish a long rest.

Void Shape

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 an action, you can use Positive Void 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 Void 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 Void to create a light source of any color that follows you. This illuminate, plasmic light can shed bright light up to 15ft and dim light up to an additional 15ft and can be dimmed or brightened.
  • As a bonus action, you can manipulate Neutral Void 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.

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

Divergence

At 7th level, the Voidwalker bestows upon you the ability to inverse the Convergence of Positive and Negative Void. When a Positively Charged creature is surrounded by Negative Void, you can use your reaction to create a Divergence. This causes the space between to violently repel itself, creating internal tears and distortion on the target, ending their Charged effect. They must succeed a Constitution saving throw or suffer a -2 penalty to their AC and take an additional 1d6 necrotic damage from all sources. At the end of its turn, the target can repeat the saving throw to end this effect.

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 creature's death, you can harness their fading energy and choose to gain 2d4 temporary hit points for 1 minute or store 2d4 into a pool within your body. As a bonus action, you can then roll a chosen amount of stored d4 and regain hit points equal to the total rolled. You can store a number of d4 equal to your level and any unspent d4 is lost during a long rest.

This spell uses Neutral Void and the amount of d4 gained or stored increases by 1d4 when you reach 10th level (3d4), 15th (4d4) and 20th level (5d4).

Void Fission

Starting at 8th level, you have learned to subtract the energy within yourself. As a bonus action, you can take 1d8 damage in exchange for adding 1d8 to a chosen damage roll.

This spell uses Neutral Void. The effect of this spell can be stacked, but stacking more than 2d8 at one time causes you to suffer one level of exhaustion for each additional stack.

Emergence of the Void

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

You gain an additional 5th level spell slot when you reach 11th level (2), 14th (3) and 17th level (4).



Evolution of the Void

At 10th level, the Voidwalker has acknowledged your evolving prowess and rewarded you with the knowledge to alter and enhance your Void Spells further.



Void Beam: This spell can substitute its damage type for either necrotic or radiant damage by altering its composition.


Void Flare: This spell leaves a field of distortion in the area until the start of your next turn. Any creature that enters or ends its turn within the field takes 2d4 necrotic damage.


Void Impact: This spell can be used on ranged weapons.


Void Warp: This spell now uses Positive Void and deals 2d6 force damage to creatures within 5ft of the end point of the warp on a failed Dexterity saving throw.


Void Push: This spell can knock airborne creatures out of the sky and fall prone on a failed Dexterity saving throw.


Void Shift: This spell allows you to exert fine motor control over objects, such as manipulating a tool or opening a door.


Void Barrier: This spell now uses Negative Void and causes hostile creatures that make contact with you to become Negatively Charged on a failed Constitution saving throw.


Void Shape: This spell can now refract light in order to create more realistic colors and patterns for your creations.


Void Cytosis: This spell can be used to remove one level of exhaustion in exchange for 6 stored d4.


Void Fission: This spell can now stack up to 3d8 at a time before you suffer any levels of exhaustion.

Expanse of the Void

At 12th level, the Voidwalker bestows upon you the ability to cast Void Spells using higher level spell slots.

  • At 12th level, you gain access to one 6th level spell slot.

  • At 14th level, you gain access to one 7th level spell slot.

  • At 16th level, you gain access to one 8th level spell slot.

  • At 18th level, you gain access to one 9th level spell slot.


You regain all expended spell slots after a long rest.

Void Nova

Starting at 12th level, you have learned to maintain distortion between space without causing Convergence or Divergence. As an action, you can expend a 6th level spell slot and hurl 3 distorted beads of Volatile Void 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 the Volatile 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. Nonmagical objects Medium and smaller rapidly deconstruct into the void. Larger objects have a 5-foot-sphere portion slowly collapse into the void.

Void Veil

Starting at 12th level, you have learned to spin Neutral Void to distort reality within an area. As an action, you can expend a 6th level spell slots and spin a semi-transparent 10-foot-radius sphere of energy 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.

Void Fusion

Starting at 14th level, you have learned to perpetually intertwine Volatile Void within your body, harnessing the power of dark matter at will. As an action, you can expend a 7th level spell slot and enter an empowered state of being, radiating void energy and hovering off the ground for 1 minute. For the duration, you have advantage on saving throws against spells and other magical effects, spell attacks have disadvantage against you and you have disadvantage on Wisdom checks. As an action, you can initiate a Convergence on yourself. Any creature within 5ft must make a Dexterity saving throw or take 6d8 radiant damage, or half as much on a successful one. The lingering energy of defeated creatures is automatically stored as 2d4. As a bonus action, you can charge the Convergence, increasing the range to 10ft and the damage by 2d8 for each delayed turn, halving your movement speed until initiating Convergence with an action. When this spell ends, you suffer two levels of exhaustion.

Eternity of the Void

At 15th level, the Voidwalker bestows upon you additional fragments of knowledge for the phenomena of Void Energy.


Convergence: Deals 3d8 radiant damage and doesn't affect a number of creatures equal to half your proficiency bonus.


Divergence: Targets suffer a -4 penalty to their AC and take an additional 2d6 necrotic damage from all sources.


Void Singularity

Starting at 16th level, you have learned to compress Negative Void 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 become 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.

Realm of the Void

At 17th level, the Voidwalker bestows upon you the ability to travel to the birthplace of Void Energy. As an action, you can begin to create a tear in the space between. After 1 minute, the tear pulls any creature within 5ft into the Astral Plane. Your physical body and all possessions are teleported with you and you can freely travel within. As an action, you can return all teleported creatures back to your previous location. 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 Volatile with the benign nature of the Neutral, accumulating in the coalescence of Convergence and Divergence. As an action, you can expend a 9th level spell slot to intertwine Positive and Negative Void on a point within 120ft, creating Volatile Void 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 30ft radius sphere must make a Dexterity saving throw or take 8d8 necrotic and 8d8 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 Voidwalker

At 20th level, throughout your journey, you have unraveled the mystery of Void Energy and developed a clear understanding of reality and the space between. You have ascended beyond your mortal potential into something more, gaining the ability to create or deconstruct matter as only a fellow Voidwalker can. As an action, you can attempt to create or destroy an object, item or creature within reach of you.

Targets you attempt to destroy are marked for deconstruction and must make Death Saving Throws to determine whether it creeps closer to death or hangs onto life. At the start of your targets turn, it must make a Death Saving Throw. The target cannot be aided by spells or features that improve their chances of success and rolling a 1 or a 20 on the d20 does not provide additional benefits. On a third success, the target is spared. On a third failure, the target is rapidly deconstructed into the void. Objects or items automatically fail and are slowly deconstructed into the void.

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 6 hours 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 than any object or item. Creating a living being requires 12 hours of precise construction and causes you to suffer 3 levels of exhaustion. 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.

Upcasting Void Spells

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


You gain additional 5th level spell slots when you reach 11th level (2), 14th (3) and 17th level (4).


At 12th level, the Voidwalker bestows upon you the ability to cast Void Spells using higher level spell slots.


You gain one of each higher level spell slot at 12th level (6th), 14th (7th), 16th (8th) and 18th level (9th).


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

Void Flare: Casted at 5th level turns the implosion into a 30-foot-radius sphere and increases the damage to 8d6 force damage. The damage increases by 1d6 for each spell slot beyond 5th level.

Void Impact: Casted at 5th level increases the damage of the shock wave 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: Casted at 5th level increases the distance you can teleport to 90ft and allows you to teleport with another creature within reach. An unwilling creature must succeed a Wisdom saving throw or be forced to teleport with you and take 4d6 force damage. The distance increases by 30ft for each spell slot beyond 5th level.

Void Push: Casted at 5th level extends the range to 60ft and distance you can push a creature to 30ft. The distance pushed increases by 15ft for each spell slot beyond 5th level.

Void Shift: Casted at 5th level extends the range to 60ft and distance you can pull a creature to 30ft. The distance pulled increases by 15ft for each spell slot beyond 5th level.

Void Barrier: Casted at 5th level reduces incoming damage by 2d6. The amount of reduced damage increases by 1d6 for every spell slot beyond 5th level.

Void Shape: Casted at 5th level increases the range to 45ft and increases the Area of Effect by 5ft. The range increases by 15ft and the area of effect increase by 5ft for every spell slot beyond 5th level.

Void Cytosis: Casted at 5th level increases the amount of temporary hit points gained or pool of d4 stored to 6d4 or can be used to remove 1 level of exhaustion. The d4 increases by 2d4 for each spell slot beyond 5th level.

Void Fission: Casted at 5th level causes you to take 2d8 damage in exchange for adding 3d8 to a chosen damage roll. The damage received increases by 1d8 and the additional damage increases by 2d8 for each spell slot beyond 6th level. When casting Void Fission with spell slots, you can only suffer one level exhaustion if this spells effects are stacked beyond your limit.

Void Nova: Casted 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: Casted 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 6th level.

Void Fusion: Casted at 8th level increases the damage to 8d8 radiant damage. Casted at 9th level increases the damage to 10d8 radiant damage.

Void Singularity: Casted 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 Void Spells with unique or lasting effects. Every other level you may choose one of the two Adaptations available at that level. You may switch between your Adaptations during a level up.


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

5th Level Adaptations

Accelerated Impact

At 5th level, the collapsed spaced created by Void Impact is momentarily accelerated, allowing you to make a melee weapon attack against the target as a bonus action.

Evasive Warp

At 5th level, when you are hit by a melee attack, you can use your reaction to cast Void Warp to teleport up to 15ft away from the triggering effect, taking only half the damage.

7th Level Adaptations

Gravity Flare

At 7th level, you can improve the attraction of Void Flare by reducing compression, increasing the area of effect to 20ft and the pull to 10ft in exchange for dealing no damage.

Piercing Beam

At 7th level, you can accelerate the momentum of Void Beam by increasing compression, creating a beam 30ft long and 5ft wide. Creatures within range must make a Dexterity saving throw or take half damage, or no damage on a successful one.

9th Level Adaptations

Crushing Shift

At 9th level, when you use your bonus action to move a creature with Void Shift, you can compress the Negative Void around your target to crush them, dealing 2d6 force damage.

Lapsing Barrier

At 9th level, while Void Barrier is activated, 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 to instantly succeed the saving throw and take no damage by greatly expanding the density of the space between and creating a lapse in the momentum of mass, creating a short window to avoid the triggering effect entirely.

11th Level Adaptations

Endo Cytosis

At 11th level, when converting stored d4 with Void Cytosis, you can can touch a friendly creature and restore their hit points equal to half the total rolled.

Robust Fission

At 11th level, Void Fission can be used to improve your other capabilities instead of increasing damage. You can take 2d6 damage in exchange for gaining advantage on one chosen attack roll, ability check or saving throw within 1 hour.

13th Level Adaptations

Ascending Warp

At 13th level, by maintaining Concentration, you can teleport directly into the air and surround yourself with Negative Void, allowing you to levitate for 1 minute until descending to the nearest unoccupied space. While levitating, you can move up to half your movement speed in any direction. Touching the ground for any reason cause the negative energy to dissipate, leaving you unable to levitate again for 1 minute.

Orbiting Veil

At 13th level, Void Veil can be used to create a smaller 5-foot-radius veil that moves with you and reduces your walking speed by half for the duration or if Concentration ends.

15th Level Adaptations

Pulsar Beam

At 15th level, when you cast Void Beam at 7th level, you can infuse the overcharged Positive Void with Negative space in your hands until the start of your next turn. Once released, the Divergence causes a flash of energy to burst from your hands into a 30ft cone. Any creature within range must make a Dexterity saving throw or take 5d10 Necrotic damage, or half the damage on a successful one. Any creature that failed the initial Dexterity saving throw must then make a Concentration saving throw or suffer a -4 penalty to their AC for 1 minute. While charging, you cannot take any actions. If you are hit by an attack, make a Constitution saving throw at advantage to maintain Concentration. If Concentration is broken, the spell fails. The damage increases by 1d10 for each spell slot beyond 7th level.

Solar Flare

At 15th level, when you cast Void Flare at 7th level, you can infuse the overcharged Negative Void with Positive space into a bead in the palm of your hand until the start of your next turn. Once released, you hurl the unstable bead to a point within 60ft, unleashing a catastrophic Convergence. Any creature within 20ft must make a Dexterity saving throw or take 10d6 Radiant damage, or half the damage on a successful one. The explosion leaves a field of distortion in the area for 1 minute. 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 take 4d4 Radiant damage. While charging, you cannot take any actions. If you are hit by an attack, make a Constitution saving throw at advantage to maintain Concentration. If Concentration is broken, the spell fails. The damage increases by 1d6 for each spell slot beyond 7th level.



17th Level Adaptations

Impact Horizon

At 17th level, when you cast Void Impact at 8th level, you can infuse the Negative space within your weapon with overcharged Positive Void. Before unleashing this unstable balance of Volatile Void, you can choose to swing your weapon in a overhead slash or swing it around in a circle. When making an overhead slash, your weapon tears through the space between and causing the converging shock wave to rapidly travel forward in a line for 30ft and stuns the affected creatures until the end of your next turn on a failed Constitution saving throw. When swinging your weapon in a circle, your weapon tears through the space between and causing the converging shock wave to rapidly collapse and any creature within 20ft of you is knocked knocked prone on a failed Dexterity saving throw. Any creature within range of your chosen attack must make a Dexterity saving throw or take 8d8 force damage, or half the damage on a successful one. When casted at 9th level the damage increases to 10d8.

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 Neutral Void 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 half your proficiency bonus rounded down can be granted immunity to the veils effects. When casted at 9th level you can grant immunity a number of creatures equal to your proficiency bonus.

The Final Adaptation

Reality Collapse

At 19th level, when you cast Void Collapse, you can infuse the benign nature of the Neutral with the unstable state of the Volatile, inversing the coalescence of Convergence and Divergence by intertwining Neutral and Volatile Void on a point within 120ft, causing the fabric of reality to rapidly collapse as though it never existed in the first place and compressing space into a 15ft cube of imaginary mass within the space between. Each creature within 30ft of the point must succeed a Dexterity saving throw or be pulled straight to the center of the cube, taking 14d8 + 20 force damage, or half the damage on a successful one. The cube is made up of invisible, imaginary mass that is neither Neutral or Volatile Void and cannot be interacted with or passed in any way. Once inside the cube, creatures must succeed a Charisma saving throw to prevent their soul from slipping through reality and teleporting into the Astral Plane. While there, the target is incapacitated. After 1 minute, the cube of imaginary mass fills in the collapsed fabric of reality and the target returns to the space it left or the nearest unoccupied space and are paralyzed until the start of your next turn.

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 it's Servant.

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).


Blade of the Voidwalker

Weapon (longsword), very rare (requires attunement)

By infusing Void Energy into this magic hilt, a warping blade bursts into form, dealing Necrotic or Radiant damage on hit instead of slashing damage and grants a +1 bonus to attack and damage rolls.

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 Shortsword, a Rapier, an Arming Sword, a Longsword or a Greatsword.

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 unleash a wave of Positive Void. Any creature within a 15ft 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 with this magic weapon and the damage of Void Wave increases to 3d8.

  • At 13th level, you gain a +3 bonus to attack and damage rolls with this magic weapon 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 Neutral Void. 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 Negative Void 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), 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 Negative Void 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.



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 combining multiple Amulets of the Voidwalker and combining them through a special ritual. Once 4 unattuned amulets have been gathered, their shapes automatically collapse into Neutral Void 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 Neutral Void, 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. The Voidwalker then peers into the depths of their Servant's soul, projecting their entire life, unfiltered and in the third person to every participating creature to observe. Once complete, it creates a special Zone of Truth that prevents creatures from ignoring questions.

Then, the Voidwalker begins questioning one participant at a time 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. These questions could be about certain 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 hard questions. It will ask what led them to the worst moments of their lives and what is stopping them from falling again, what their goal 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, it's 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 the tale 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.

  • 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 amulet.


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 a bonus action, you can expend 5 charges and alter the properties of a Void Spell for a single casting. This alteration can be one of the following effects:


  • Double the range of a Void Spell.

  • Change a Void Spells damage type to Force, Necrotic or Radiant damage.

  • Change a Void Spells casting time from 1 action to 1 bonus action for this casting.
Afterword
Created by Maxwell Chase

Thank you for reading. Like all homebrew, this new class is a 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

 

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