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Become a Patron!
# Warlock P
atron: The Void Mother
To make a pact with
the Mother of the Void is to
make a
deal with darkness. Though few living
mortals know the
true nature of your patron,
you know the pure
and profound night that
your patron embo
dies. It fills your body and
mind with the pure, cal
ming sense of
emptiness that will one day fill
the entirety of
the mortal realm. Though the sacrifices are great, you
can
find solace in those that have made similar pacts to your
own,
and achieve the goals of your great Mother of Darkness together. ### Expanded Spell List The Void Mother lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. | Warlock Level | Spells | |:----:|:-----------:| | 1st | *Bane, False Life* | | 3rd | *Blindness/Deafness, Wither and Bloom* | | 5th | *Bestow Curse, Spirit Guardians (necrotic)* | | 7th | *Death Ward, Evard's Black Tentacles* | | 9th | *Dispel Evil and Good, Raise Dead* | ### Black Sacrifice At 1st level, you must sacrifice a part of yourself as a symbol of your devotion to the Mother of the Void. When you gain this feature, choose one of the following things to sacrifice. The ability is permanent and may not be reversed.
**Darkmind.** You sacrifice a portion of your own mind, losing a part of what makes you a person with it. In return, the Mother fills your mind with her emptiness. Attempts to read your thoughts automatically fail, and your alignment cannot be determined through magical means. You gain proficiency in two of the following skills: Arcana, History, Nature, or Religion. However, the portion of your mind causes your thoughts to be completely inaccessible; you cannot telepathically communicate or receive telepathic communications from other creatures.
**Gloomlock.** You rip your tongue from your mouth, offering your speech as a gift to the Mother. In exchange, the mother offers you a tongue of dark, insidious obsidian. Lies spoken by you cannot be detected through magical means, and when you hit a good-aligned creature with your eldritch blast you may choose to deal additional necrotic damage equal to half your proficiency bonus. You gain proficiency in one of the following skills: Deception, Intimidation, Performance, or Persuasion. However, your obsidian tongue rots away your throat. Whenever you succeed on a check with the skill granted by this feature, you take 1d4 necrotic damage.
**Nightwatcher.** You stab the eyes from your skull to bask in the Mother’s darkness. In exchange, she gifts you voidlike orbs that enhance your sight. You are permanently under the effects of the Detect Magic spell. Additionally, you can sense whether a creature is hostile, neutral, or friendly towards you
by looking at it. You gain proficiency in one of the following skills: Insight or Perception. However, your eyes are not adapted to bright lights. You have disadvantage on Wisdom (Perception) checks to see things in sunlight or magical light.
**Nullguard.** You tear an arm from your torso as an offering to your patron. In exchange, she offers you an arm made of inky blackness. You gain proficiency in martial weapons and shields. At the start of each of your turns (no action required) you may shift your arm to become any mundane weapon or shield you are proficient in. Your arm may count as a pact weapon for the Pact of the Blade feature. Additionally, you gain one of the following skills: Athletics or Sleight of Hand. However, your arm hungers for blood and often shoots violent impulses through you. You have disadvantage on checks made to convince other creatures you are not hostile, and when a creature you are neutral or hostile towards has an open wound, you must make a DC 5 Wisdom saving throw the first time you see them in a day or attack that creature.
**Shadesprinter.** You sever your legs from your body so you
may
fall into your Mother’s void. In exchange, she offers you a
pair
of legs that dissolve into darkness. Your speed increases
by
10 feet, and creatures have disadvantage on opportunity attacks against you. When you cast a levelled spell on your
turn,
you may use a bonus action on that same turn to Dash.
Additionally,
you gain one of the following skills: Acrobatics or Athletics. However, the power that your legs provide can at
times
be difficult to contain. When you fall prone, you take
1d6
necrotic damage.
**Shadowhusk.**
You flay the skin from your body, exposing
yourself to your
patron’s emptiness. It gifts you skin made of
pure night to
shield yourself. You may add your Charisma
modifier
instead of your Dexterity modifier when you would
add it to
your Armor Class. Additionally, your melee attacks
and eldritch
blasts deal double damage to objects and
structures.
Finally, you gain proficiency in one of the
following skills:
Athletics, Intimidation, or Constitution
checks. However,
the inky darkness that covers your entire
body is hard to hide.
You cannot be disguised through
magical or
nonmagical means, though you can still turn
invisible.
Additionally, you have disadvantage on Charisma
(Persuasion)
checks made against good-aligned creatures.
### Dark Ret
ribution
Starting at 6th level,
the darkness you hold within infuses
your being and expels
itself when you fall. You gain resistance
to necrotic damage.
When you drop to 0 hit points, you emit a
burst of emptiness
in a 15 foot radius around you. All
creatures in that are
a must make a Dexterity saving throw,
the DC of which is
your Warlock spell save DC. On a failed
save, the creatures take
a number of d6’s of necrotic damage
equal to half your level.
A creature takes half this damage on a
successful saving throw. Once this
ability is used, it cannot be
used again until you finish a
long rest.
\pagebreak
\columnbreak ### Redemption of the Darkness Beginning at 10th level, you can redeem those who fall around you in the eyes of the Void Mother. As a reaction when a humanoid within 30 feet of you that you can see drops to 0 hit points, you may offer them a chance at redemption. The creature raises as a thrall under your control. The statistics for the creature are listed below. You have control of this creature for 1 hour, and when the hour concludes the creature leaves you to go on a pilgrimage of its own for your dark patron. While you have control of the creature, it acts on your initiative count and obeys your mental commands (no action required). Once you use this ability, you may not use it again until you finish a long rest. ___ > ## Void Thrall >*Medium aberration, neutral evil* > ___ > - **Armor Class** 11 + your proficiency bonus > - **Hit Points** 3 x your warlock level > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|14 (+2)|14 (+2)|10 (+0)|10 (+0)|16 (+3)| >___ > - **Damage Resistances** necrotic > - **Condition Immunities** charmed, frightened > - **Senses** darkvision 60 ft., passive Perception 10 > - **Languages** the languages it previously knew > - **Challenge** - > ___ > > ***Extension of Emptiness.*** While the thrall is under your control, you may cast your Warlock spells as though they are originating from the thrall, though you must still be able to see the target if necessary. > ___ > ### Actions > ***Multiattack.*** The thrall makes two Dark Touch or Necrotic Bolt attacks.
> ***Dark Touch.*** *Melee Weapon Attack:* your spell attack modifier to hit, reach 5 ft., one target. *Hit:* 1d8 + your charisma modifier necrotic damage.
> ***Necrotic Bolt.*** *Ranged Weapon Attack:* your spell attack modifier to hit, range 60 ft., one target. *Hit:* 1d6 + your charisma modifier necrotic damage. > ### Bonus Actions > ***Void Step (Recharge 5-6).*** The thrall teleports to an unoccupied space within 60 feet that it can see. ### Devotion to Nothingness At 14th level, the sacrifice you made at the beginning of your patronage is enhanced once more. You gain one of the following abilities which must be the same as the one taken in the Black Sacrifice feature.
\pagebreak **Darkmind.** Your mind grows strong enough to form networks between your allies and reinforce your own mind. You have advantage on attack rolls on a target if an ally of yours is within 15 feet of it. Additionally, you are immune to the Charmed and Frightened conditions.
**Gloomlock.** Your obsidian tongue gifts you with loquaciousness beyond normal humanity and reinforces your spellcasting. You gain expertise in one of the following skills: Deception, Intimidation, Performance, or Persuasion. Additionally, once per long rest when you expend a Warlock spell slot, you can choose not to expend it. Finally, you may choose to deal 1d4 necrotic damage to a creature each minute that they can hear you speak.
**Nightwatcher.** Your eyes become deep wells of darkness that entrance those that look too deep within them. You have advantage on Wisdom (Insight) and Wisdom (Perception) checks. Additionally, you may cast Charm Per
son
at will so long as that creat
ure ca
n see your eyes, and
a creature
char
med by you must sp
en
d all of their movement to move as close as possible to you. Finally, when you attack a creature that is charmed by you, you deal an additional 4d6 necrotic damage and learn one secret about them.
**Nullguard.** Your arm reinforces into an even deadlier implement. When you finish a short rest, you may transfer the properties of one magical weapon into your arm. Your arm may only have one magic item’s properties at once, and you may choose to return the properties to the item when you finish a short rest. Additionally, your attacks with your arm score a critical hit on a roll of 19 or 20, and you regain a number of hit points equal to your Warlock level when you reduce a creature to 0 hit points.
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**Shadesprinter.** Your legs become swirling shadows, capable of darting across the battlefield. Your speed increases by 10 feet, and when you take the Dash bonus action granted by Black Sacrifice, you can move through other creatures and objects as if they were difficult terrain until the end of your turn. You take 5 (1d10) force damage if you end your turn inside an object. Once per turn when you move through a creature in this way, it takes 3d6 necrotic damage.
A
dditionally, you are immune to difficult terrai
n and your speed can
not be reduced in an
y way. **Shadowhusk.** Y
our
skin becomes solid darkness, as impenetrable as steel. You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and your hit point maximum increases by an amount equal to your level. Additionally, your form cannot be altered against your will. Finally, when you take damage, you may choose to gain resistance to one of the damage types of the triggering attack. This resistance lasts until the end of your next turn. You may use this reaction a number of times equal to your Charisma modifier, regaining all expended uses on a long rest.