The Hollow, Variant (5e Subclass)

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This subclass is meant as an homage to the Destiny 2 Voidwalker, and as such does not play nice with multiclassing. DMs beware.


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The Hollow[edit]

Warlock Subclass


There are some things in existence which are beyond our comprehension. There are some which are above it. There are some which are beneath it. But there is nothing in existence which defies not only comprehension, but existence itself.


It is this Nothing which you have found. Or perhaps, it has found you. In the hissing silence between the planes, it lurks. A ravenous force; a relentless hunger. And when you whisper to the dark, sometimes, if you are very unfortunate, it may choose to whisper back.


When you choose this subclass at first level, the following spells are added to your list of warlock spells known. They do not count against your number of spells known.


Expanded Spell List
Spell Level Spell Name
1st Level False Life, Sanctuary
2nd Level Misty Step, Spiritual Weapon
3rd Level Blink, Slow
4th Level Gravity Sinkhole, Evard's Black Tentacles
5th Level Circle of Power, Steel Wind Strike



Entropic Violation


Due to the influence exerted upon you by something outside existence, the forces which govern reality hold less meaning for you than for others.


When you choose this subclass at first level, you gain the following features:


  • All ranged spell attacks you make for spells you cast that deal force damage no longer have disadvantage at close range.


  • If a creature enters your reach, you may make an opportunity attack against the creature with any of your known spells that deal force damage. You may do this a number of times equal to your proficiency bonus, and you regain all uses on a long rest.


  • As an action, you may regain a spell slot by expending a number of your Hit Dice equal to the level of the spell slot.


Hollowed Soul


You have given part of yourself, willingly or unwillingly, to something both lesser and greater than yourself. In exchange, your patron safeguards this portion of yourself and returns it to you at your command.


When you reach sixth level in this subclass, you gain the following features:


  • As an action, you may consume one of your Pact Magic spell slots to heal yourself. Roll your remaining Hit Dice and add the total to your current hit points (this does not expend your Hit Dice). You may only heal yourself to your maximum health or below with this feature.


  • You gain one Fighting Style from the Paladin's available list of Fighting Styles. This Fighting Style may not be changed later.


Child of the Singularity

Perhaps you have probed what lies at the bottom of a black hole. Perhaps you have seen what lies beyond the end of the universe. Perhaps even death itself has relinquished its secrets to you. No matter what your path, you have given up part of yourself to walk it. And in return, the path has given you so much more.


When you reach tenth level in this subclass, you gain a suite of features based on your chosen Pact Boon. These features are respectively:


  • Pact of the Blade:


    • You learn the Repelling Blast Eldritch Invocation if you do not already know it. It does not count against your number of Invocations known.


    • When you take the Attack action on your turn, you may then immediately use your bonus action to cast a cantrip.


    • You may add either your Strength Modifier or your Dexterity Modifier to the attack roll of your spells that deal force damage.


    • When you take the Attack action with your Pact Blade, you may expend one of your Hit Dice to change the damage roll to force damage. Roll the Die, and add the total to your damage roll. The Die is then expended.


  • Pact of the Chain:


    • All damage dealt by your familiar may now count as force damage.


    • When you cast the spell Spiritual Weapon, you may choose for it to appear in the range of your familiar instead of your own range.


    • When you command your familiar to take an action, as part of the same command you may also instruct it to move your Spiritual Weapon as a bonus action on its own turn.


    • You may cast the spell Spiritual Weapon at the level of your highest spell slot without expending a spell slot a number of times equal to your proficiency bonus. You regain all uses of this feature on a long rest.


    • If you reduce a creature to 0 hit points with force damage, any creatures within a 5 foot radius of the original creature must make a Dexterity saving throw against your spell save DC or else take half of the damage dealt in the fatal blow as force damage.


    • If your familiar drops to 0 hit points, you may choose to expend your reaction and roll one of your Hit Dice. Add the roll to the hit points of your familiar. The Hit Die is then expended.


  • Pact of the Tome:


    • If you choose to use your turn to ready a spell to cast, and its damage scales in accordance with the level of the spell slot it is cast with, you may continue to hold the spell for as long as you maintain concentration. On each round of combat you choose to hold the spell, you do so by spending your action. This causes your spell to then behave as if it had been cast at one higher spell slot level (up to level nine). You may release the spell as either an action, an opportunity attack, or a reaction with a predetermined condition chosen by you at the original casting. You may choose for the damage of any spell held in this way for at least one turn to be changed to force damage if you wish.


    • If you fail a concentration check while concentrating on a spell, you may choose to expend your reaction and roll one of your Hit Dice. You may then add your roll to your check. If the check still fails, you may continue to roll and add Hit Dice to the check for as long as you wish. If the check then succeeds, you expend all of the Hit Dice you rolled. If you choose to stop rolling before succeeding the check, you retain all of your rolled Hit Dice.


  • Pact of the Talisman:


    • You learn the Fiendish Vigor Eldritch Invocation if you do not already know it. It does not count against your number of Invocations known.


    • If you reduce a creature to 0 hit points while your own hit points are at less than 1/3rd of their maximum, you may choose to expend your reaction and activate Fiendish Vigor. You immediately gain all the benefits of the Invocation as if you used an action to utilize it.


    • While you have temporary hit points, you gain resistance to lightning, cold, fire, thunder, acid, force, and poison damage.


    • You gain proficiency with heavy armor and shields.


    • If you choose to cast False Life using a spell slot, you may do so as a bonus action instead of an action.


Chaotic Invigoration

The hunger of a vacuum. The ravages of time. The appetite of a star. All are less than the vast nothingness you now hold inside yourself.

When you reach fourteenth level in this subclass, you gain the following features:


  • If you (or your familiar) reduces a creature to 0 hit points with force damage, it immediately activates Hollowed Soul without expending a spell slot.


  • For ten seconds after each activation or reactivation of Hollowed Soul, each time you reduce a creature to 0 hit points it immediately reactivates Hollowed Soul without expending a spell slot.


  • After every reactivation of Hollowed Soul, you immediately regain one Hit Die.


  • As an action, you may forgo a use of your Mystic Arcanum and instead cast a spell that you know at the same level of the Mystic Arcanum you forewent. You may do this only if the spell deals force damage. This does not consume a spell slot. You may do this only once per long rest.




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