Void Bringer (5e Class)
From D&D Wiki
- 1 Void Bringer
- 1.1 Creating a Void Bringer
- 1.2 Class Features
- 1.2.1 Table: The Void Bringer
- 1.2.2 Expertise
- 1.2.3 Sneak Attack
- 1.2.4 Void Reclamation
- 1.2.5 Soul Type
- 1.2.6 Ability Score Increase
- 1.2.7 Void Damage
- 1.2.8 One with the Void
- 1.2.9 Void Form
- 1.2.10 Blight of the Void
- 1.2.11 Greater Void Reclamation
- 1.2.12 Empty Moment
- 1.2.13 Fragmented Damage
- 1.2.14 Void Armor
- 1.2.15 Call of the Void
- 1.3 Soul of Oblivion
- 1.4 Soul of Tranquility
A Void bringer is a class which was birthed from cruel fate of a creature being trapped in the void of the worlds.
Creating a Void Bringer
- Quick Build
You can make a Void Bringer quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity.
As a Void Bringer you gain the following class features.
- Hit Points
Weapons: Simple Melee Weapons, Whip, Short Sword, Dart, Hand Crossbow
Saving Throws: Constitution, Dexterity
Skills: Stealth, Acrobatics
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a short sword or (b) a whip
- (a) a hand crossbow and 20 bolts or (b) a short sword or (c) 20 darts
- Leather armor, two daggers
- If you are using starting wealth, you have 4d4x10 in funds.
|Sneak Attack||Features||Blight of the Void|
|1st||+2||1d6||Expertise, Sneak Attack||-|
|4th||+2||2d6||Ability Score Improvement||-|
|5th||+3||3d6||Void Damage, One With the Void||-|
|7th||+3||4d6||Blight of the Void||1d4|
|8th||+3||4d6||Ability Score Improvement||1d4|
|9th||+4||5d6||Soul Type Feature||2d4|
|10th||+4||5d6||Ability Score Improvement||2d4|
|11th||+4||6d6||Greater Void Reclamation||3d4|
|12th||+4||6d6||Ability Score Improvement||3d4|
|13th||+5||7d6||Soul Type Feature||4d4|
|16th||+5||8d6||Ability Score Improvement||5d4|
|17th||+6||9d6||Soul Type Feature||6d4|
|19th||+6||10d6||Ability Score Improvement||7d4|
|20th||+6||11d6||Call of the Void||7d4|
At 1st level, your proficiency bonus is doubled for any ability check you make that uses your Stealth or Acrobatics skill.
On your turn, you can deal extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Void Bringer table.
Starting at your 2nd level, when you reduce a creature to 0 hit points, that was both surprised by you and had not taken it's turn yet in combat, the body turns to dust as per the disintegration spell.
At 3rd level, you choose a Soul type that was imprinted on you during your encounter with the void. Your Soul type grants you features at 3rd level and then again at 9th, 13th, and 17th level.
Ability Score Increase
When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Starting at 5th level, all damage you do is considered force damage
One with the Void
Once you reach 5th level, as a bonus action on your turn you may attempt to hide, even if only lightly obscured. You pull properties of the nothingness that is the void to try to erase your prescience, as such when you are hidden you can no longer be detected by blindsight or tremor sense.
At 6th level, as a reaction when you hide, or when you first enter an area of darkness, or dim light. you can meld into shadows and spaces devoid of light. While in this form you get a +10 on your stealth checks, and can move through that is at least bigger than an inch by inch, such as a mouse hole. Moving like this costs and extra foot of movement for every foot you take, however moving through non-magical difficult terrain costs you no extra movement. If your form ends while in the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. If you take damage while in this form you must succeed on a concentration check or loose the form. If you attack or take any other action besides dash or moving you end come out of the form. If a spell such as daylight or dawn is shined upon the area you are in you take 6d6 radiant damage and are forced out of the form. All of your items and equipment melds into your Void Form with you, and while you are in your Void form you are not considered to be a living entity, you are considered to be a formless aberration. Finally in this form you can move through shadows in any direction, even up walls or inverted on ceilings, doing either of which requires an extra foot of movement per foot moved. You do not make sound and cannot speak or communicate except of telepathically
You can attempt to cross spaces that are not obscured or have shadows, but when you do you must end your turn in a space where you are obscured or in shadows or darkness, and while moving in this way creatures have advantage to spot you, but only while you are in the obscured spaces.
Blight of the Void
Beginning at 7th level, When you hit with an attack you do can extra 1d4 to the creature if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Blight of the Void column of the Void Bringer table.
Greater Void Reclamation
By 11th level, when you reduce a creature to 0 hit points, and had used either sneak attack or blight of the void, or both, then the creature is turned to dust as per the disintegration spell
Starting at 14th level, as an Action on this turn you can force yourself into the hidden blank space of the universe. You can move in any direction. If you move up or down, every foot of Movement costs an extra foot. You can see and hear the plan you originated from, but everything there looks gray, and you can't see anything more than 60 feet away. You can only be affected by creatures and effects that can invade the same blank space as you. You ignore all objects and effects as nothing exists in this space nor can penetrate it, thus you can even move through magical constructs such as wall of force. At the start of your next turn, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. You can use this feature a number of times equal to your Constitution modifier. You regain all charges at the end of a long rest.
By 15th level, when you deal sneak attack or void blight damage to a creature, you can choose to spread the damage out to any other creature withing 15 feet of the original target. They must make a constitution saving throw equal to half the damage you distribute to them. On a success they take half damage.
Beginning at 18th level, no attack roll has advantage against you while you aren't incapacitated.
Call of the Void
At 20th level, as an action you can entice a creature's soul to succumb to the void. The creature must make a DC20 Charisma saving. On a failure the creature first releases a Wail, and any creature within a 40 foot radius that can hear it must succeed the same save, or drop to 0 hit points. The Original creature then turns to dust as per the disintegration spell. You do not need to make the save even if you hear the scream.
Soul of Oblivion
You begin to understand what true, utter oblivion is, in a way that only someone who has seen it first hand can.
- Oblivion Reaches All
At 3rd level, whenever you kill a creature you can then use your bonus action to attack another creature in range.
- The Blight of Oblivion
Beginning at 9th level, when you can use Blight of the Void or Sneak Attack you can choose to over power it, and add your level to the damage of the attack. You can use this feature a number of times equal to your constitution modifier.
- The Spear of Oblivion
At 13th level, you can ignore resistance to force damage, and you can use your reaction to try to penetrate pass immunity to force damage. Roll 1d6, on a 1-5 the attack proceeds as normal, on a 6 you ignore immunity to force damage.
- Oblivion of the Soul
When you reach 17th level, you gain advantage on attack rolls against undead or any creature that has no soul, Furthermore any creature you choose within 30 feet of you has disadvantage on death saving throws. When a creature dies within 30 feet you, you can use your reaction to destroy their soul permanently. The creature must succeed on a charisma save with a DC equal to 8 + prof. Bonus + Con. Modifier, or their soul is destroyed. Creatures whose soul is destroyed cannot be resurrected by any means, nor be turned into undead.
Soul of Tranquility
You have gained a certain tranquility that only comes from staring into the void and coming to the acceptance of total nothingness.
- Tranquility From The Void
At 3rd level, whenever you kill a creature you can roll 1 hit dice and gain that many temporary hit points.
- Tranquility through Reclamation
- The Shield of Tranquility
At 13th level you gain resistance to force damage, and can spend your reaction to half an attack's damage against you.
- Tranquility of the Soul
When you reach 17th level, you cannot be charmed by undead or any creature that has no soul, nor can you be re-animated into a soulless creature or undead. Further more you get advantage on Death saving throws. When a creature dies within 30 feet of you, you can use your reaction to attempt to "guide" the soul. Unwilling creatures must succeed on a charisma save with a DC equal to 8 + prof. Bonus + Con. Modifier, or you take their soul to guide it to a better resting place. You may only guide one soul at a time for no longer than 10 days. During this time you can choose to release the soul at any point or attempt to harbor it in a new body. You may attempt to resurrect a fallen body as if using the Revivify spell, however instead of that creature returning to life you use the soul you are "guiding". When bringing a creature back to life this way you keep all the mental stats, proficiency and otherwise none physical skills and knowledge of the creature's whose soul you are using, and only replace the Strength, Constitution, and Dexterity stats. At the end of 10 days if you have not re-housed the soul then you release it and it is treated as if it had died normally