Void Domain (5e Subclass)
Void Domain[edit]
Cleric Subclass
There are many clerics that stand for something. These holy men and women often choose to champion the might of their god under the order of the War Domain, spread hope and peace under the Life Domain, destroy the wicked with the power of Light, bring balance through Nature, seed understanding through Knowledge, herald the wrath of the Tempest, embody the whims of Trickery or seek power through Death. These clerics, however, represent Nothing. No single god can encapsulate their purpose and few teachings do right by the virtues of Nothing. Rather, these blessed few understand the will of the Void. It is these few who understand that from Nothing came everything, and it is their right to wield the power of Nothing.
Cleric Level | Spells |
---|---|
1st | hex, unseen servant |
3rd | invisibility, arcanist's magic aura |
5th | blink, counterspell |
7th | black tentacles, dimension door |
9th | modify memory, wall of force |
- Disciple of the Void
Your understanding of emptiness allows you to pass through the world as if you were never there. Starting at 1st level, you gain proficiency in the Stealth skill and may double your proficiency bonus on checks pertaining to this skill. Additionally, while wearing light armor or no armor, you may choose to use your Wisdom modifier to calculate your armor class rather than your Dexterity modifier.
Finally, when you cast a spell, you can ignore the somatic or verbal components of the spell. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). When you finish a long rest, you regain all expended uses.
- Sight of the Void
Also starting at 1st level, you gain darkvision with a range of 60 feet if you don't have it already. (Or an additional 30 feet if you already have darkvision.)
Channel Divinity: Void Shield
Starting at 2nd level, you can use your Channel Divinity to create a protective antimagic shield around a creature. As an action, you may present your holy symbol and select a creature within 30 feet of yourself. For one minute, or until you lose concentration (as if concentrating on a spell) or end this effect as a bonus action, the creature is resistant to all damage from spells.
Channel Divinity: Void Surge
Starting at 6th level, you can use your Channel Divinity to break the limits of your magical talents. As an action (Or bonus action if the casting time of your selected spell is 1 bonus action), you present your holy symbol and invoke the power of the Void, creating the effect of any spell of your choice. This allows you to cast any spell from any spellcasting class, following all rules that apply to said spell including duration, casting time and component cost. When using this Channel Divinity option, you must also expend a spell slot of equal or greater value to the spell which you are attempting to cast and you take 1d6 points of force damage per level of the spell you cast, you cannot reduce this damage by any means, including resistance and immunity to force damage. For example, if you were to cast arcane gate as a 6th level spell using this feature, you must expend a spell slot of 6th level or greater and would take 6d6 force damage as a result of doing so. If the damage that you take as a result of this Channel Divinity option would reduce you to 0 hit points, you maintain consciousness until you complete your spell, unless you take damage from another source.
- Divine Strike
Starting at 8th level, you have learned to infuse your attacks with sacred power. Once on each of your turns, if you strike a creature with a weapon attack, you may choose to cause that weapon attack to deal an additional 1d8 force damage. This extra damage increases to 2d8 force damage by 14th level.
- Crown of the Void
At 17th level, you become a nexus between the multiverse and the Void. While in an area of dim light or darkness, you may use your action to become invisible and remain so until you enter an area of bright light, attack, or cast a spell. Additionally, when casting counterspell, you have advantage on the ability check made to cast the spell.
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