Void Knight, Variant (5e Subclass)
Void Knight, Variant[edit]
Fighter Subclass
The void between the planes is a mysterious force. Nobody truly understands it, and most people don't know that it exists. It is a very powerful force surrounding everyone that can be used for good or evil. Void Knights are fighters that have learned how to manipulate the void. They learn how to manipulate the fabric between the planes, and they harness the darkness between the worlds to use to defend the planes from outside forces. They realize the incredible power of the void when they harness it, and they have to work to make sure they don't harm themselves when using it. However, when they let go, they can cause wondrous effects to occur at the expense of their own life force.
- Shroud of The Void
At 1st level, while in dim light or darkness you are hidden with a stealth check equal to 10 + your Dexterity modifier + stealth proficiency (+ an additional 5 if you would have advantage on a stealth check). Also your thoughts can't be read by telepathy or other means unless you allow it and you are hidden from divination magic, you can't be targeted by such magic or perceived through magical scrying sensors.
- Void Channeling
You have learned how to channel the void into your attacks. Starting at 3rd level, when you hit a creature with a weapon attack, you may deal extra force damage to that creature equal to 2d8 + your Wisdom modifier. This damage increases by 1d8 at 5th, 11th and 17th levels. This damage bypasses resistance to force damage, but not immunity.
If you choose to overchannel this feature, you can add 3d8 force damage to the weapon attack instead of 2d8. However, you take 1d8 force damage yourself. The force damage increases by 1d8 at 5th, 11th and 17th levels. This increase also affects force damage taken by yourself.
- Reality Leap
You have learned how to manipulate realities in minor ways, allowing you to transport yourself over short distances quickly. Also at 3rd level, as a bonus action on your turn, you may teleport up to 30 feet (the distance increases to 60 feet at 10th level and to 100 feet at 16th level) to a location you can see that isn't occupied. You may use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest.
If you choose to overchannel this feature, teleport distance is doubled, but your speed (including flying speed and this teleportation speed) is halved on your next turn.
Starting at 10th level, whenever you use this feature, all attack rolls made against you before your next turn has disadvantage.
- Punishment Strike
Starting at 7th level, you have learned how to channel the void to strike back at those who hit you. When a creature hits you with a melee, ranged attack, you may use your reaction to halve the damage of the attack and deal the other half in force damage back to the creature that hit you.
Starting at 13th level you can use this feature to reflect magic.
If you choose to overchannel this feature, you will reflect all damage back to the creature that hit you, but you take force damage equal to your Constitution modifier.
- Dark Embodiment
Starting at 10th level, part of the void now naturally flows on your body, making you stronger. You gain the following benefits:
- You now make a critical hit on 19-20.
- All weapon attacks you make deal extra force damage equal to your Strength modifier.
- You gain a +2 AC, and now you are now immune to spacetime related magic and their effects.
- At the 16th level you gain advantage on saving throws against magic.
- Hollow Blast
Starting at 14th level, you learn how to channel much more void than normal and explodes it in a blast. As a bonus action you can launch a powerful void blast that ignores resistance and immunity to force damage and deals 10d8 + your Wisdom modifier (you may add the modifier each dice you roll for this attack) of force damage, the blast hits everything within a 15ft radius around you (in this radius all creatures take 11d8 instead of 10d8) and in a range of 120ft in straight line, all inanimate objects in the range of the blast will be instantly destroyed (with the exception of magical ones), all creatures in the range of the blast must make a DC 25 Dexterity saving throw, on a success it takes half damage, on a fail it takes full damage, is launched back 60 feet (taking 6d6 of falling damage) and is knoked on prone. You can use this feature a number of times equal to your Wisdom modifier and regain all uses after finishing a long rest.
If you choose to overchannel this feature, you will deal 12d8 + your proficiency bonus of force damage (13d8 in the 15ft radius), but you will take 2d10 of force damage and gain 1 level of exhaustion.
- Umbra
At 18th level your mastery over the void attain a new level, you gain a permanent truesight of 100ft and now you can bring the true abyss to the phisycal plane once per day. It creates a metaphysical space that swallows all kinds of light and ceases all sorts of information received by those in that space. At the beginning of each turn everything in a 50ft sphere centred around you take 4d8 Psychic Damage and must make an Int saving throw vs a DC equals 10 + your proficiency bonus + your Wisdom modifier. On a failed save, the creature’s are kept under the effects of the Umbra, on a success the effects ends. While under the effects of Umbra a creature becomes blind, can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. The space lasts for 1 minute and inside Umbra you gain the following benefits:
- You always make a critical hit.
- You gain a + AC equal to your Constitution modifier.
- You can use Reality Leap 2 times in the same turn.
- Void Channeling and Hollow Blast always are overchanneling, and you didn't take any drawback from overchannel.
You can't overchannel this feature.
- Overchanneling is an ability listed in many of the features for this subclass. When a Void Knight lets go of holding back the power of the void, it amplifies their abilities significantly, but it harms them in the process. This is what overchanneling is- letting too much power through their veins, to the point of it causing harm to them. Overchanneling can be used any time you use a feature that gives a specific description of what happens if you overchannel. It always counts against your number of uses for that feature. If you fall unconscious due to damage took by overchanneling, then you automatically die, your body is sucked into the void, and the only way to resurrect you is through the blessing of a god or a Wish spell.
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