Void Traveler (5e Class)

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Void Traveler[edit]

Most Rogues focus on staying hidden, being stealthy, traveling quick and light in addition to being deadly from the shadows. Some Rogues take the path of the arcane to further amplify their trickery with magic, as well as staying unseen. Void Travelers are those exact Rogues who's curiosity went a little too far, they are creatures who have been in the darkest of shadows and the brightest of lights, walking the paths between the planes and traveling the unknown while gaining arcane knowledge of the unseen along the way.

Creating a Void Traveler[edit]

Quick Build

You can make a Void Traveler quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Background choice doesn't necessarily have to matter, but a feasible way of traveling planes (e.g random portals or powerful wizard friends) would be a good addition to your backstory when using this.

Class Features

As a Void Traveler you gain the following class features.

Hit Points

Hit Dice: 1d8 per Void Traveler level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Void Traveler level after 1st

Proficiencies

Armor: Light and Medium
Weapons: All Simple and Finesse weapons
Tools: Navigator's Tools
Saving Throws: Dexterity, Wisdom
Skills: Choose four from Acrobatics, Arcana, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, Stealth and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Shortsword or (b) Rapier
  • (a) A Short Bow and quiver of 20 arrows or (b) A Hand Crossbow and quiver of 20 bolts
  • (a) A Explorer's Pack or (b) A Dungeoneer's Pack
  • Navigator's Tools
  • (a) Chain Shirt or (b) Leather + 1 Potion of Healing
  • If you are using starting wealth, you have 5 Gold Coins in funds.

Table: The Void Traveler

Level Proficiency
Bonus
Features Void Blade Damage Path Walker charges Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th
1st +2 Void Blade, Expertise 1d6 - - -
2nd +2 Path Walker 1d6 2 - -
3rd +2 Spellcasting, Traveler's Trail 2d6 2 3 3 2
4th +2 Ability Score Improvement 2d6 3 3 4 3
5th +3 Power Siphon 3d6 3 3 4 3
6th +3 Expertise 3d6 4 3 5 3
7th +3 Reality Shift 4d6 4 3 6 4 2
8th +3 Ability Score Improvement 4d6 5 3 6 4 2
9th +4 Traveler's Trail feature 4d6 5 3 7 4 2
10th +4 Plane Step, Ability Score Improvement 5d6 5 4 8 4 3
11th +4 Keen Eye 5d6 6 4 8 4 3
12th +4 Ability Score Improvement 5d6 6 4 9 4 3
13th +5 Traveler's Trail feature 6d6 6 4 10 4 3 2
14th +5 Nether Drain 6d6 7 4 10 4 3 2
15th +5 6d6 7 4 11 4 3 2
16th +5 Ability Score Improvement 7d6 7 4 12 4 3 3
17th +6 Traveler's Trail feature 7d6 8 4 12 4 3 3
18th +6 Plane Step 7d6 8 5 13 4 3 3
19th +6 Ability Score Improvement 8d6 8 5 13 4 3 3 1
20th +6 Riftwalk 8d6 9 5 14 4 3 3 1

Void Blade[edit]

Beginning at 1st level, your travels through the inner planes have given you the power to enchant your weapon with a surge of raw energy. Once per turn, you can deal an extra 1d6 force damage to one creature you hit with an Attack if you have Advantage on the roll. This attack must use a Finesse or a ranged weapon and for the purpose of overcoming magical resistance, the weapon attack using Void Blade is considered magical as well for this single attack.

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 Void Blade column.

Expertise[edit]

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with navigator's tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with navigator's tools) to gain this benefit.

Path Walker[edit]

Beginning at 2nd level, you gain the ability to harness the unseen and the void in a magical way. You gain Path Walker charges that increases as you gain levels in this class, as shown in the Path Walker column. You can only use one Path Walker ability per turn in combat.

Warp

You may use your Bonus Action to expend a Path Walker charge to instantly teleport up to 30 feet to an unoccupied space that you can see.

Pathfinder

You may expend a Path Walker charge to magically survey an area that you must Concentrate on for 5 minutes. After 5 minutes, you uncover any man-made hidden paths or secret entrances in a 100ft radius around you. During those 5 minutes however, you are unable to move and canceling the survey half-way uncovers nothing and still expends the charge. Attempting to use this ability in an Antimagic field will always fail, however, your character will now be aware of the Antimagic fields existence as well as knowing if the entire 100ft radius survey area was inside the Antimagic field or not.

Over Here!

You may use your Bonus Action to expend a Path Walker charge to create an afterimage that imitates your next Attack, provided the target can see and uses eyes (For example, this does not work against foes with blindsight). You gain Advantage against the creature for this attack.

One With The Void

Requires "The Claimer" subclass.

What's Yours is Mine!

Requires "The Absorbed" subclass.

Cantrips[edit]

Beginning at 3rd level, you learn 3 cantrips from the wizard spell list. You learn another cantrip of your choice at 10th and 18th level.

Spells known of 1st Level and Higher[edit]

You know three 1st-level wizard spells of your choice.

The Spells Known column of the Void Traveler table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Spellcasting Ability[edit]

Wisdom is your spellcasting ability for your Void Traveler spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ability Score Improvement[edit]

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.

Power Siphon[edit]

Beginning at 5th level, whenever you are targeted by a damaging Spell, you can use your Reaction to gain resistance to that damage type for the attack and until the start of your next turn. Additionally, the next time you hit a creature with a weapon attack, you deal an extra 1d6 damage of the triggering type. The extra damage becomes a 2d6 at 10th level, and a 3d6 at 16th level.

Reality Shift[edit]

Beginning at 7th level, whenever you would get hit by an Attack you can use your Reaction to blink out of existence for a moment, and then back. Roll a d20. If you roll below 10, the Attack still hits you and you take the full damage. If you roll 10 or above, the Attack misses you and you take none of its effects. Once you use this ability, you can not use it again until you finish a long rest.

Alternatively, if you don't have a use of this ability, you can expend 2 Path Walker charges instead to use it. This does NOT count as a Path Walker ability.

Plane Step[edit]

Beginning at 10th level, you can use the Plane Shift spell on yourself without any material components. You can not use the banishing part of the Plane Shift spell nor bring other creatures with you. Once casted, it takes a single step of movement to walk into the plane, so you mustn't be Incapacitated or have your movement restricted to 0 in any way, of your choosing to a location you've specified and you will be unable to use this ability again for the next 48 hours. However, you are only able to travel to Shadowfell and the Feywild.

At 18th level, the Elemental Planes (Fire, Air, Water and Earth) are added to your list of planes that you can travel to.

Keen Eye[edit]

At 11th level, your expeditions have allowed you to learn three spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Void Traveler table, or a cantrip.

Additionally, the survey radius of Pathfinder is increased to 200ft.

Nether Drain[edit]

At 14th level, whenever you hit an Attack roll with your Void Blade, you can empower the attack further and attempt to steal the creatures life essence. The target must make a Wisdom Saving throw equal to your Spellsave DC. If the target fails, you bend its life essence into arcane energy and regain one Path Walker charge as well as paralyzing the target until the end of its next turn. If it succeeds, it is not Paralyzed and you do not regain a charge. You can do this three times, regaining all uses on a long rest.

Riftwalk[edit]

Beginning at 20th level, you have reached the pinnacle of bending planar energy to your will. You can use Warp at will, once per turn, without expending a Path Walker charge.

Additionally, you can use Warp once per short rest and expend one Path Walker charge to teleport to an unoccupied space that you have seen before (using Warp range) but don't necessarily have to see as of now and stay invisible until you take an Action (e.g Attack action) or until the start of your next turn. Creatures can see you initially teleport, but they can not see where you teleported to.

Traveler's Trail[edit]

At 3rd level, you choose a Traveler Trail to follow. Choose between The Absorbed and The Claimer, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 9th, 13th and 17th level.

The Claimer[edit]

To become more than the sum of it's parts, The Claimers are those who have managed to bend a portion of the void's powers fully to their will, gaining free reign over the unknown without losing themselves in the process. The Claimers not need be righteous, but are simply wiser than their darker counterparts, they know the line between what they can handle and they'll use it to their advantage.

Shine Bright

At 3rd level, you are able to tame the chaotic energy in your Void Blade to alter it more to your liking for a better tactical advantage. Once per short rest, when you land a hit with your Void Blade, you can change the Void Blade damage type from force damage to radiant damage. Additionally, your blade bursts into light and the target must make a Constitution saving throw against your Spellsave DC or be Blinded until the end of their next turn.

No Detail Overlooked

Beginning at 9th level, you learn to manipulate the energy from the void to enhance your senses. You can add you proficiency bonus when making an Intelligence (Investigation) or Wisdom (Perception) check. If you are already proficient in these ability checks, double your proficiency bonus for them.

One With The Void

Beginning at 13th level, you can spend a Bonus Action and expend a Path Walker charge to transform yourself into a being capable of moving through shadows. While you are in this shadow form, you cannot be seen, damaged or affected by spells, excluding telepathic spells or psychic spells that do not rely on vision. This transformation lasts for 1 minute or until you end the effect with a bonus action. You emit no noise while moving as a shadow, and creatures with Tremorsense cannot detect you.

However, the only action you can take in your shadow form is the move action. While in the shadows for the duration of this transformation, your movement speed is doubled. If you would step out of the shadows and into an area that is lit, the transformation will end immediately, reverting you back to your normal form. This is also the case if someone or something lights up the shadow you currently reside in, via means such as the Light cantrip, a torch, or any other light-producing means. Dim light does not reveal you nor does it end your transformation.

For the purpose of clarity, the ability functions as an illusion, so creatures with Truesight can still see you but remain unable to hear you.

Voidal Retribution

Beginning at 17th level, you are able to harness the power of the void to protect you, summoning 2 Medium-sized, dark, rift-like tentacles around you that (for the purpose of visualization) originate from your back. You gain a +1 to your Armor Class per tentacle. These Rift Tentacles last for 1 minute.

If an enemy creature makes an Attack roll against you and beats your Armor Class, one of the Rift Tentacles will jump into harm's way, absorbing the triggering effect and its damage wholly. The tentacle then vanishes in a magical explosion. If the Attack was made in melee range, the magical explosion deals 6d8 force damage to the attacker. The Rift Tentacles do not react to area of effect spells.

Once this ability is used, you must finish a long rest before using it again.

The Absorbed[edit]

Those who want more than what they can handle are called The Absorbed, who's either lust for power or desperation for it have lead them to be overflooded with the void's energy, absorbing them and losing a bit of their humanity in the process. As that is the price for power, to The Absorbed, if there is power to be had, there is a way to make it their own. Those who take on this gloomy path think of the benefits first, consequences later. The power of the unknown is theirs, and they'll fight with sword and power rather than words.

Adversary Consumption

At 3rd level, you unleash the chaotic energy in your Void Blade, letting it run rampant. Once per short rest, when you land a hit with your Void Blade, you can change the Void Blade damage type from force damage to necrotic damage. Additionally, anytime you roll a critical hit when using your Void Blade, you attempt to make a part of the target's power your own. Roll a d20. If you roll a 10 or above, the target takes a temporary -2 penalty to their highest ability score, while you gain a +2 to the same ability score that lasts for 24 hours.

You can only steal up to 2 ability score increases at a time. Attempting to steal a 3rd time while 2 are already active will nullify the oldest active one. You can raise your ability scores above 20 with this temporarily.

Improved Warp

Beginning at 9th level, you exploit your new-found powers further, breaking the fabric around you. Your Warp distance increases to 45ft.

What's Yours is Mine!

Beginning at 13th level, whenever you see a spell being used, you can use your Reaction and spend Path Walker charges equivalent to half of the spell level (rounded up) to copy one use of the spell that is no higher than 6th level and transform the copied magic into a Void Crystal.

The Void Crystal functions the same way as a spell scroll and resembles a dark-purple/black quartz shard. The Void Crystal will retain the spell indefinitely, but you can not have more than 1 at a time. Attempting to create a 2nd Void Crystal will immediately dissipate the other one in your possession.

Abyssal Craze

Beginning at 17th level, once per long rest, you can let the void's power consume you temporarily and enter a crazed state. For 1 minute, your Void Blade damage will be increased by 3d6 necrotic damage and your Void Blade is passively active for that time period, during which you gain temporary hitpoints equivalent to the necrotic damage dealt by the Void Blade. You are unable to Concentrate for this duration.

Additionally, if you knock down a creature to 0 hitpoints who's CR is 2 or higher, you can choose to disintegrate them, the ash of which is consumed by the Void Blade, and regain one Path Walker charge.

Spells with the melee spell attack property do not add the Void Blade damage, like Steel Wind Strike.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Void Traveler class, you must meet these prerequisites: Dexterity and Wisdom score 13 or higher

Proficiencies. When you multiclass into the Void Traveler class, you gain the following proficiencies: Light and Medium armour

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