Nevervoid Binder (5e Subclass)

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Nevervoid Binder[edit]

Rogue Archetype

The nothingness of Nevervoid leads most to insanity. Others it leads to corruption. Nevervoid Binders use it as a source of inspiration. By focusing on not being seen, a she can learn the best way to hit an opponent. Whether it be with a precise strike a clever remark, or a bat of her eyelashes, she always knows what to do. They incorporate many skills into their work, however, they all have a similar end. A Nevervoid Binder earns their keep through thievery, black ops missions, and assassination. They employ a number of spell-like abilities to achieve these goals.

This is an adaptation from a 3.5e homebrew. For the 3.5e version, look at [1]

Darkvision

At 3rd level you can see in the dark. You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

You can see through the magical darkness created by this class features.

Void Strike

Using your link to Nevervoid, you can infect your targets with nevervoid energy. When you cause additional sneak attack damage, you can choose to deal necrotic or force damage, instead of the normal damage for that attack, infusing the target's wounds with pure destructive power.

In addition, a creature reduced to 0 hit points through force damage, by your Void Strike must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Charisma modifier or is disintegrated. Once you disintegrate a creature in this manner, you can't do it again until you finish a long rest.

Nevervoid Magic

At 3rd level, you can draw from the power of the nevervoid to mimic the effects of spells. You gain a number of Nevervoid Points equal to half your Rogue level (rounded up). You regain any points spent after completing a short rest.

You can spend 1 nevervoid point to cast bane and cause fear.

At 9th level, you can spend 2 nevervoid points to cast darkness.

Charisma is your spellcasting ability for these spells.

Energy Void

The nevervoid consumes everything, but sometimes energy lasts for sometime inside that space, before being consumed, and you can access that energy. At 9th level, when you cause your sneak attack additional damage, you can choose to cause damage from one of the following types instead: acid, cold, fire, lightning or thunder.

You can open a small black gate to the nevervoid, and summon a blast of energy from it, hurling on a creature within 30 feet. The creature must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or take damage equal to your sneak attack dice, from one of the chosen types above, necrotic or force damage. You can use this bolt once per damage type, regaining the ability to do so after finishing a long rest.

Dark Pursuit

At 13th level, whenever a you are in an area of dim light or darkness, you have advantage on Wisdom (Perception) checks made to listen, Wisdom (Survival) checks to track a creature and Dexterity (Stealth) checks.

Stalker of Nevervoid

At 17th level, you can cast your Nevervoid Magic spells at will, without spending nevervoid points. You can spend nevervoid points to cast them at a higher level, spending a number of points equal to the level in which you want to cast them at. For example, to cast cause fear at 5th level, you must spend 5 nevervoid points.

While you are in an area of darkness, you have advantage on your attack rolls.

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