Void Knight (5e Subclass)

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Void Knight[edit]

Fighter Subclass

A soldier stands on the top of a hill. The dim twilight sun causes his dark plate armor to glow blood red. He glances at the horizon. The creature disturbing the balance of the world is here, he can feel it. As the sun sets, he closes his eyes. When he opens them again, a creature glowing with faint purple light stands in front of him. It makes an inhuman screeching noise and lunges at the knight. He easily sidesteps the creature and brings down his sword into its spine. An inky black portal erupts from where the sword hit, and the creature shrieks as it gets sucked in. In a matter of seconds, it is gone. The soldier breathes a sigh of relief and slumps down on the grass.

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.

 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.
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 1d8 + your Wisdom modifier. This damage bypasses resistance to force damage, but not immunity. You may use this feature a number of times equal to your Wisdom modifier (minimum of 1), and you regain all expended uses after a long rest. If you choose to overchannel this attack, you can add 2d8 force damage to the weapon attack instead of 1d8. However, you take 1d8 force damage 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 to a location you can see that isn't occupied. You may use this feature a number of times equal to your Wisdom modifier (minimum of 1), and you regain all expended uses after a long rest. If you choose to overchannel this feature, you may teleport up to 60 feet, 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, the first attack roll against you before your next turn has disadvantage.

Retributive 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 weapon attack, you may use your reaction to deal force damage equal to your Wisdom modifier to the creature that hit you. You may use this feature a number of times equal to your Wisdom modifier (minimum of 1), and you regain all expended uses after a long rest. If you choose to overchannel this feature, you deal 1d8 + your Wisdom modifier damage, but you take force damage equal to your Wisdom modifier.

Void Guidance

You have learned how to use the void to guide your weapon attacks. Starting at 10th level, whenever you make an attack roll, but before it is declared if your attack hits or misses, you can add your Wisdom modifier to the attack roll. You may use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses after a long rest. If you overchannel this feature, you can add 1d4 + your Wisdom modifier, but the first attack roll you make on your next turn has disadvantage.

Dark Strike

Starting at 15th level, you have learned how to use the void in all your strikes. All weapon attacks you make deal extra force damage equal to your Wisdom modifier.

Void Armor

Starting at 18th level, you have achieved mastery over the void, and you can control it to form armor over yourself. As an action on your turn, you can summon your Void Armor. While your Void Armor is summoned, you gain the following benefits:

  • You gain a bonus to Armor Class equal to your Wisdom modifier.
  • You may use your Reality Leap feature without expending uses of the feature, though if you overchannel it, it still expends a use.
  • You may use your Retributive Strike feature without expending uses of the feature, though if you overchannel it, it still expends a use. In addition, you do not need to use your reaction to use this feature.

These benefits last for one minute, or until you end it as a bonus action. Once you use this feature, you can't use it again until you finish a long rest.


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