Void (5e Subclass)

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Void[edit]

Warlock Subclass

Some patrons are dark entities or forgotten gods. Yours is something else entirely: not a creature, but an absence. The Void is the space between thoughts, the silence after screams, the stillness after all hope fades. It offers no promises—only a reflection of your own emptiness.

Expanded Spell List[edit]

Spell Level Spells
1st dissonant whispers, cause fear
2nd mind spike, silence
3rd counterspell, hunger of hadar
4th greater invisibility, phantasmal killer
5th synaptic static, dream

Emptiness Within[edit]

Also at 1st level, your soul is touched by emotional nothingness. You gain the Mind Sliver and Toll the Dead cantrips. They count as warlock cantrips for you but don’t count against your number of cantrips known.

Additionally, when a creature targets you with an attack or spell, you can force it to make a Charisma saving throw against your spell save DC. On a failure, the creature has disadvantage on that attack or spell. You can use this feature a number of times equal to your Charisma modifier (minimum of once), regaining all uses on a long rest.

Emotional Erosion[edit]

Your magic drains the will of others.

At 6th Level, when you deal damage to a creature with a warlock spell, you can use a bonus action to impose emotional erosion:

- Choose one: the target has disadvantage on its next attack roll, ability check, or saving throw before the end of your next turn.

- You gain temporary hit points equal to your warlock level.

You can use this feature once per turn.

Hollow Resonance[edit]

Starting at 10th level, when your physical condition weakens, the Void resonates.

While you are below half your hit point maximum, enemies within 10 feet of you have disadvantage on Wisdom and Charisma saving throws. You are immune to the frightened condition and have advantage on saving throws against being charmed.

Embrace the Void[edit]

At 14th level, once per long rest, you can release the full presence of the Void within you as an action, manifesting a zone of emotional numbness in a 30-foot radius around you for 1 minute:

- Enemies in the zone cannot gain advantage from any source.

- They cannot take reactions.

- At the start of each of their turns, they must succeed on a Wisdom saving throw against your spell save DC or take 1d10 psychic damage and become dazed until the end of that turn. While dazed, they can only take one action or bonus action (not both) and cannot make more than one attack.

- You are unaffected by charm or fear, gain Truesight 30 feet, and emit no sound or smell for the duration.