Circle of the Void (5e Subclass)
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Circle of The Void
Druid Subclass
You draw your magic from the nature of the emptiness in the void, your control over nothing and ability to create nothing surprises even the most vetted warriors.
Circle Spells You gain additional spells which are druid spells, they are always prepared and don't count towards the number of spells they can prepare each day.
Level | Spell |
---|---|
3rd | darkness |
5th | mind spike |
7th | plane shift |
Call of the Void
The Void calls to you, and you may answer it's call Starting at 2nd level as a reaction to taking damage you may expend a first level spell slot to answer the void's call. You gain a +2 bonus to your AC, and all ranged attacks towards you are made at disadvantage. Additionally if a spell targeting you is cast within fifteen feet of you, you may sacrifice a spell slot equal to the level casted and force the caster to make a wisdom save against your spell save dc or the spell automatically fails.
Movement of The Void
When you reach 6th level your ability to control the Void allows you to move in erratic and unnatural ways. The void reaches out and protects you against certain aoe effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw, or a constitution saving throw to negate some of the damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You may use this ability a number of times equal to your wisdom modifier, and regain all expended uses on a short or long rest
Become the Void
When you reach 10th level you must choose between two paths. The path may be changed once per long rest.
The Calm You emanate the peace that is the Void. You gain the following benefits
You may expend a use of your wild shape as an action to calm the minds of your allies.
- You grant yourself and each allied creature within 60ft of you thp = to your druid level + proficiency bonus and a +2 to Armor class
- With The Calm active, whenever you or an allied creature in a 30ft radius cast a healing spell, you may heal all allied creatures within a 30ft radius 1d4+proficiency bonus
This effect dissipates after a minute.
The Unknown You harness the unknown power of the void. You gain the following benefits
You may expend a use of your wild shape as an action to emanate the raw energy of the void
- All enemy creatures must make a con save against your spell save dc or loose 2 AC for the duration
- As an action each enemy creature within 60ft of you must make a wisdom save against your spell save dc, if they fail roll 1d4 and one of the following effects is applied
-1: They become frightened of you -2: They become paralyzed -3: They take 1d4 psychic damage on each turn -4: They become blinded and deafened
They may roll the save again once at the end of each turn, if they fail again another affect is applied, if they pass the effect dissipates.
This effect dissipates after a minute.
The Source
You are the Calm of the Void and the Unknown of The Void. When you reach 14th level depending on your choices from earlier you gain one of the following abilities.
The Calm
I Am The Source Of Your Peace The calm ebbs through you and your allies.
While a use of The Calm is active you and your allies gain the following benefits.
- As an action you and your allies gain, advantage to all saving throws.
- As an action you and your allies gain, a bonus of 1d4 to all attack rolls, damage rolls, and saving throws. Additionally you and your allies heal 1d4 damage per turn
These abilities do not stack
The Unknown
I Am the Source Of Your Pain The Unknown becomes unpredictable, even to you
While a use of the Unknown is active you gain the following benefits
- As an action you force all enemy creature's affected by The Unknown to make a constitution save against your spell save dc. If they fail they take an extra 1d8 psychic damage when they take any form of damage
- As an action you force all enemy creature's affected by The Unknown to make a wisdom save against your spell save dc at disadvantage. If they fail they must roll 1d20 and if they roll under 10 they must roll on the wild magic table regardless if they can cast a spell or not. If they pass nothing happens
These abilities do not stack
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