Void Knight (3.5e Prestige Class)

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Void Knight[edit]

All beings draw their power from a source, from some thing. The gods created beings that in turn drew their power from them and their creations. Something from some thing. But where did the first gods come from? Nothing. They were born from Nothing. Some thing from nothing. And from this nothing, from this Void, I too draw the power of creation and destruction. I am a font for the Void.
—Desril Tuathal, Tiefling Wizard

Becoming a Void Knight[edit]

Few characters are likely to take on this prestige class for it is the antithesis of existence itself. God and Nature abhor the Void like they abhor a vacuum. Only those who have plunged into the depths of the Void can understand the nature of nonexistence. To have become one with nothingness. Wizards and Sorcerers are the most likely to survive a trip to the Void because of their arcane knowledge of the planes and existence. Many who enter the void never return, lost forever in the abyss. This class combines the Eldritch Knight with the powers of the Void. Wizards and Sorcerers are best suited to this class, although a Fighter or other melee oriented class may choose to take enough levels to gain 3rd level spells to unlock this class as well.

Entry Requirements
Weapon Proficiency: All Martial
Spellcasting: Able to cast 3rd level spells.
Skills: Concentration 8 ranks, Knowledge (Planes) 8 ranks.
Feats: Empower Spell.
Special: Must have visited the Void.
Table:Void Knight

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +2 +0 +2 Might of the Void +1 level of existing spellcasting class
2nd +1 +3 +0 +3 Void Slash +1 level of existing spellcasting class
3rd +2 +3 +1 +3 Armor of the Void +1 level of existing spellcasting class
4th +3 +4 +1 +4 Void Blink +1 level of existing spellcasting class
5th +3 +4 +1 +4
6th +4 +5 +2 +5 Void Zone +1 level of existing spellcasting class
7th +5 +5 +2 +5 +1 level of existing spellcasting class
8th +6 +6 +2 +6 Void Barrier +1 level of existing spellcasting class
9th +6 +6 +3 +6 +1 level of existing spellcasting class
10th +7 +7 +3 +7 Void Blast

Class Skills (2 + Int modifier per level)
Concentration (Con), Craft (Int), Decipher Script (Int), Jump (Str), Knowledge (arcana) (Int), Knowledge (planes) (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str), and Use Magic Device (Int).

Class Features[edit]

All of the following are class features of the Void Knight.

Spellcasting: At each level except fifth and tenth, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a Void Knight, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Might of the Void (Sp): At 1st level, the Void Knight gains Might of the Void charges 5/day. Whenever the Void Knight deals damage, he may declare that he is expending one charge and it deals an additional 1d6/class level force damage.

Void Slash (Sp): At 2nd level, as a standard action the Void Knight may use Void Slash a number of times a day equal to half his Void Knight level. Void Slash is a Ranged Touch Attack that deals weapon damage plus 1d6/class level force damage to all creatures and objects in a 60 ft. line, 10 ft. wide. Using Void Slash requires a slashing weapon.

Armor of the Void (Sp): At 3rd level, the Void Knight can create armor from Void matter. The Void Knight can cast SRD:Mage Armor and SRD:Shield spells at will with permanent duration. Void Armor is treated as Masterwork Steel for the purposes of enchanting.

Void Blink (Su): At 4th level the Void Knight can travel to the Void plane and back as a move action up to 1/2 class level times per day. You can move in any direction in the Void and at the end of the move action you reappear in the plane you left originally. This ability is treated like SRD:Dimension Door for all effects.

Void Zone (Sp): At 6th level, as a standard action the Void Knight can create Void Zone, which grows 5ft per class level sphere with a range of 50 ft a number of times per day equal to half his class level.

The Void Zone lasts 1 round per class level and deals 1d6 per class level force damage to all creatures inside the Void Zone each round. In the middle of the Void Zone sphere is the Void Core whose radius is equal to 1/3 the radius of the Void Sphere rounded down.

Each round the Void Zone attempts to pull creatures and unattended objects into the Void Core unless they make a dexterity save equal to DC 10 + 1/2 Void Knight level + spellcasting modifier or be dragged 10ft towards the Void Core.

Creatures and objects within the Void Core take 1d10 per class level force damage plus 1d4 Constitution damage and are slowed without a save. The Void Knight and allies are immune to the effects of Void Zone and Void Core.

Void Barrier (Sp): At 8th level, the Void Knight can cast Resilient Sphere one per day, but it can only be centered on the self. It can be dismissed as a free action.

Void Blast (Sp): At 10th level, as a standard action the Void Knight can harness the power of the void into a powerful attack once per day. Void Blast creates a 100 ft. line and deals 1d10/class level damage unless they make a Reflex Save DC 15 + spellcasting modifier.

Epic Void Knight[edit]

Hit Die: d6

Skill Points at Each Additional Level: 2 + Int modifier

Spells: The epic void knight’s caster level increases by 1 per level gained above 10th. The epic void knight continues to gain new spells per day (and spells known, if applicable) at each new level, up to the maximum spells per day and spells known of the arcane spellcasting class to which the void knight belonged before adding the prestige class.

Void: The epic void knight's Void abilities continue to grow in power at the same rate as earlier levels.

Bonus Feats: The epic void knight gains a bonus feat (selected from the list of epic wizard bonus feats) every 4 levels after 10th.

Epic Wizard Bonus Feat List: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Casting, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Efficient Item Creation, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Familiar Spell, Forge Epic Ring, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Permanent Emanation, Scribe Epic Scroll, Spell Focus, Spell Knowledge, Spell Mastery, Spell Penetration Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic. In addition to the feats on this list, the wizard may select any item creation feat or metamagic feat not listed here.

Table: Epic Void Knight

Level Special
14th Bonus feat
18th Bonus feat

Campaign Information[edit]

Playing a Void Knight[edit]

Combat: In combat, Void Knights can fit easily into the front lines as they can into the backlines, whatever is necessary.

Advancement: Spellcasters benefit the most from levels in Void Knight.

Resources: Void Knights are judge, jury and executioner of their individual will upon the world. They have no brother in arms, not even with like minded Void Knights.

Void Knights in the World[edit]

“Beware that, when fighting monsters, you yourself do not become a monster... for when you gaze long into the abyss. The abyss gazes also into you.”
—Friedrich Nietzsche

Void knights are wizards and sorcerers that wish to seek for the very truth and to peel back the curtain of reality to peek at the inner workings of existence. They have plunged into the dark depths of the Void to ponder the fabric of reality. This journey into the vast nothingness has utterly transformed their philosophy and perception of the world. Some would call it nihilistic and inhumane. Void knights would call it 'rational', that being the best human word to describe the irrationality of reality. The ultimate pursuit of truth, of knowledge, has lead them to very bizarre and alarming conclusions about their fellow man. And as we all know, knowledge is power. Hand in hand with knowledge the Void Knight has gained equal measure of power beyond the ken of fellow mages. But this pursuit is never ending for they always are seeking more knowledge and power in equal measure. These individuals become volatile and untrustworthy for anything is permissible when you write the rules.

NPC Reactions: To the average person, a Void Knight is unrecognizable. Only the most well-read of wizards would have any hint of what a Void Knight might be or from where he came. Their strange mannerisms and customs would be treated the same as a priest from a very distant land.

Void Knight Lore[edit]

Characters with ranks in Knowledge (Arcana or Planes) can research Void Knights to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Arcana) or Knowledge (Planes)
DC Result
10 The Void is the plane that exists between the planes. It is mostly uninhabited, Void Knights being one of the few exceptions
15 Creatures that become native to the Void are taciturn and dangerous, indifferent one moment and blood thirsty the next. Void Knights aren't much better
20 The Void is comprised of nothing. It is a vast and infinite plane of nothing. Sometimes things from other planes get sucked into the Void and drift forever in that timeless realm.
25 Living in the Void is unimaginably horrible. There is nothing there and a weak mind will break from the monotonous existence.
30 The gods were created from the nothing that fills the void. A Void Knight wields a fraction of the primordial power that created the universe.

Void Knights in the Game[edit]

Void Knights were once normal mages that ran afoul of the Void Plane. The Void is a corrupting influence on anyone who visits. No one leaves the same person that they entered. Their morals are Machiavellian at best and their goals are mysterious. A Void Knight may be a member of their party, but as soon as their interests divert from the parties, they will gladly leave or sacrifice their fellow party members if necessary to achieve their arcane goals.

Adaptation: Void Knights never appear in the Material Plane unless summoned by another mage or if a void monster escapes and reeks havoc on the Material Plane. Void Knights prefer not to leave the Void Plane at all unless it cannot be avoided. If they must, they will only stay for limited time usually to consort with high level wizards, cultists, or zealots. Void Knights do not like to socialize if at all possible.

Sample Encounter: The adventuring party is scouring a dungeon when they find a stone archway unlike any of the stonework in the rest of the dungeon and fitted with an ironbound wooden door. A picklock DC 14 or Strength check DC 20 will open the door. The dungeon room is made of strange organic-looking stonework and looks like a small temple to a long forgotten god. The temple room is lined with pillars and alcoves and in the alcoves as marble sculptures of unrecognizable monsters. At the far end of the room is a marble dais with a runes and geometric figures carved into it, Spellcraft Arcana DC 16 to show it is a magic circle that teleports anyone who steps on it to the Void plane, reflex saving throw DC 25. At the DM's choice, a Void Knight and/or void monster could appear randomly and have a brawl. Or if the players decide to enter the portal meet the Void Knight who is fighting a monster and requires their help. Perhaps the part decides to stay for a while to help the Void Knight or chooses to destroy the magic circle to prevent any monsters from traversing the planes.

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