Void Apostle (5e Class)
Void Apostle[edit]
Introduction[edit]
A being with the ability to switch states between existence and absence. The apostle of void is a vessel which holds the potential of becoming an overwhelming monster who dominates the field of battle. You hold one tenet which you must uphold, the only thing which provides you sanity and reason. Everything else meaningless, senseless, void.
Creating a Void Apostle[edit]
- Quick Build
You can make a Void Bringer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution.
Class Features
As a Void Apostle you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Void Apostle level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Void Apostle level after 1st
- Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Insight, Intimidation, Perception, Religion, Stealth.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a mace or (b) any simple weapon
- (a) a light crossbow and 20 bolts or (b) a shortbow and 20 arrows
- (a) priest's pack or (b) scholar's pack
Level | Proficiency Bonus |
Features | Void Points |
---|---|---|---|
1st | +2 | Absense and Existence | 1 |
2nd | +2 | Tenet | 2 |
3rd | +2 | Somber Mind | 3 |
4th | +2 | Ability Score Improvement | 4 |
5th | +3 | Binary Approximation, Extra Attack | 6 |
6th | +3 | Apostle Art | 10 |
7th | +3 | Nullification | 12 |
8th | +3 | Ability Score Improvement | 14 |
9th | +4 | Imaginary Mass | 17 |
10th | +4 | Apostle Art | 20 |
11th | +4 | Binary Replication | 23 |
12th | +4 | Ability Score Improvement | 26 |
13th | +5 | Seconds to Minutes | 30 |
14th | +5 | Apostle Art | 34 |
15th | +5 | Greater Nullification | 38 |
16th | +5 | Ability Score Improvement | 42 |
17th | +6 | Gray Mantle | 47 |
18th | +6 | Apostle Art | 52 |
19th | +6 | Ability Score Improvement | 57 |
20th | +6 | Nirvana | 66 |
Void Weaving[edit]
Starting at 1st level, once per turn, you can manifest the power of the cosmic emptiness around you. As a Bonus Action, you can create a Void Distortion within 30 feet of you, that creates one of the following effects:
- Gravity Pull: This distortion will pull one creature of your choice up to 10 feet towards it. You can pull the creature upwards, causing it to fall prone taking no damage. Strength save to resist.
- Stasis Lock: The void distortion will instead hold the creature in place until the start of your next turn. Strength save to resist, otherwise, the target can use an Action on its turn to attempt to leave the area.
- Void Crush: This void distortion will crush the target with overwhelming pressure. The target must succeed on a Constitution saving throw or suffer damage equal to two rolls of your void die (which is a d4).
Void save DC = Charisma modifier + proficiency bonus + 8.
Dark Energy[edit]
At 2nd level, you’ve learned to tap deeper into the void’s latent power. You gain a pool of Dark Energy points equal to your level in this class. You regain all expended Dark Energy points when you finish a long rest.
You can spend Dark Energy points to fuel the following abilities:
- Gravitic Surge
When you create a Void Distortion using your Void Weaving feature, you can expend 1 Dark Energy point as an Action (in place of one attack made during the Attack action) to expand its area of effect. The distortion affects all creatures of your choice within a 10-foot radius of its center. You are immune to this effect.
- Void Step
As a bonus action, you can teleport up to 15 feet to an unoccupied space you can see. You can use this as part of the same action used to create a distortion.
- Void Flicker
As a reaction when you are hit by an attack, you can expend 1 Dark Energy point to momentarily blur into the void. You force your attacker to reroll, using the lowest result between this and the previous attack.
Resist the Void[edit]
At 3rd level, you are particularly endurant of the corruptive influence and powers of the void. As a Reaction when you are affected by an effect of the void, you have a chance of ignoring that effect on a roll of 4 or lower on the d6. A void effect is any spell from the Graviturgy school, effects that cause banishment, disintegration or that erase your mind. The maddening influence of eldritch beings is also considered a void effect. Your DM has the final word on what counts as a Void Effect on your campaign.
Abyss Gazer[edit]
At 4th level, you can see in normal or magical darkness up to a range of 120 feet, and you see in dim light as if it were bright light.
Extra Attack[edit]
At 5th level you can attack twice, instead of once, whenever you take the Attack action. Additionally, you can choose to forgo one of your attacks to use a Void Weaving feature as part of the same action.
Cosmic Arrest[edit]
At 5th level, whenever a creature fails a save against one of your Void Weaving features, you can spend 1 point to banish that creature, until the end of your next turn.
Nothingness Form[edit]
At 7th level, you can enter partially in the void. Whenever you spend a Void point on a void feature that targets yourself, you become partially ethereal until the start of your next turn. You can move through solid objects while in this state, and you halve bludgeoning, piercing and slashing damage. You exit this state after taking an Action, Bonus Action or Reaction.
Empty Mind[edit]
At 7th level, through deep connection with the void and meditation, you have achieved an inner stillness that shields you from external influence. You have an advantage on saving throws against being frightened or charmed.
Boundary Walker[edit]
At 9th level, you can constantly flick in and out of existence during your movement. You can move through the space of any creatures as if they were difficult terrain, and your movement doesn't provoke opportunity attacks.
Indestructible Body[edit]
At 10th level, your body resists the destructive nothingness of the void. You have resistance to necrotic, force and psychic damage.
Void Whisperer[edit]
Starting at 13th level, you can communicate telepathically (and allow a creature to answer) with any creature that has a language within a distance equal to your Void Weaving (no action required). In addition, you learn an additional Void Weaving:
- Terrifying Echoes: You can force a creature to make a Wisdom saving throw, or that creature is frightened until the start of your next turn.
- Ego Erasure: You can force a creature to make a Wisdom saving throw, or that creature is incapacitated until the start of your next turn or until it takes damage (whichever happens first).
Empty Body[edit]
At 14th level, the contact with the void permanently alters your very flesh. You can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead.
In addition, whenever one of these conditions attempted to be imposed on you, you can spend 1 void as a Reaction to absorb that effect. Until the end of your next turn, a creature that fail the save against the Void Weaving feature also suffer that condition.
Communion with Nothingness[edit]
At 15th level, your very essence merges with that of the void. You stop aging, and can no longer die of old age, nor can you be magically aged. You also forfeit the need for water, food, sleep (you still need rest for short and long rests) and you no longer breathe.
In addition, if you die, roll a d6. On a 4 or lower, you disappear into the void with 0 hit points, instead of dying, being banished into the nothingness. While there, you are incapacitated and unconscious for 1d3 days. You appear at a spot of your choice after that time, on the plane of existence where you died, having gained the benefits of one long rest.
Void Form[edit]
At 18th level, you can transform yourself into a being of pure void as a bonus action. In this form, you gain the benefits of the Nothingness Form for duration, and you gain a flying speed equal to your movement speed. You remain on this form for 1 minute.
Once you use this feature, you can’t do it again until you finish a long rest.
One With the Void[edit]
At 20th level, you reach ascendancy in your journey to understand and control the void. You gain the following benefits:
- You can create two distortions, instead of one, when you use your Void Weaving bonus action.
- Once each round, you can use a feature that costs 1 void point for free.
- You are immune to the charmed and frightened condition.
Void Sects[edit]
Thread Weaver[edit]
Hollow Acolyte[edit]
- Void Sense
At 3rd level, you learn how to reach out with the mind and sense the world around you, exploring the unseen layer of reality that most people rarely experience. As an Action while meditating, you can allow your consciousness to depart from your body, extending into the world, allowing you to use your senses to perceive whatever area you direct your attention. Your consciousness move using your movement speed during a Dash, but it can move in any direction and is not hindered by physical barriers. The maximum distance you can move your senses through is 1 mile. While sensing the void, your body is rendered vulnerable, and you are incapacitated, sitting in a lotus stance. Your consciousness takes the same time to return than it took to move away from your body.
- Mark of Absence
Also at 3rdd level, once per turn when you strike a creature (with a weapon or unarmed), you can impose a Void Mark. The marked creature cause half the damage the next attack it makes until the end of your next turn. The mark lasts until the end of your next turn, unless it vanishes earlier. When you hit the marked creature you can spend 1 void point when you hit a creature to silence that creature until the end of its next turn. A success on a Constitution saving throw negates this effect.
- Void Step
At 6th level, you can move through spaces were there's no resistance. When you take the Dodge, Dash or Disengage action, you can move through other creature's spaces as if it were difficult terrain, and ignore opportunity attacks. You can spend 1 void point to take the Dash, Disengage or Dodge action and move up to your movement speed when initiatie is rolled, before the first turn is taken.
- Void Touch
At 17th level, you can make a melee weapon attack against a creature within 5 feet. This attack uses your Charisma modifier. On a hit, you can spend any amount of void points you have, causing that creature to lose a number of hit dice equal to the void points you drained from him, and granting you 5 temporary hit points per void point spent. If the creature has no hit dice left, that creature suffers 1 level of exhaustion for each void point spent.
Sons of the Whisper[edit]
You’ve screamed into the void, asking for insight, a word of wisdom or a secret knowledge – and the void whispered an answer. Sons of the whisper follow eldritch entities and maddening gods that lurk hidden in the empty space between worlds. The sons of the whisper can contact the far realm and will often be particularly devoted to a given eldritch god or ancient one.
- Echoes from Beyond
At 3rd level, you can use your Void Weaving to whisper horrible truths directly in the mind of a creature within your Void Weaving distance. That creature must succeed on a Wisdom saving throw, or it takes psychic damage equal to a roll of your Void Die, and that creature subtracts your Void Die from the next save it makes before the end of your next turn.
- Distortion – Eldritch Scream
Also at 3rd level, when you can project the maddening sounds from the void to be heart by up to three creatures in a 15-foot radius. You can spend 2 void points as a Bonus Action to force all those creatures to make a Wisdom saving throw, taking 2d6 psychic damage and becoming incapacitated until the end of your next turn. You can spend additional void points, up to half your apostle level, round up. You cause +1d6 and choose one additional target for each point spent.
- Maddening Darkness
At 6th level, when a creature banished by your Cosmic Arrest returns, it must roll on the short-term madness table and suffer the effects of the rolled madness until the end of your next turn.
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