Voidblade (5e Class)

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Voidblade[edit]

The world is a gigantic piece of dirt merged with humus and gas, isn't it? Maybe it is more than that but with those eyes, it's better for everyone to not think about it. For your sanity, you must keep yourself away from those mystic conceptions.

What is true and what is just an illusion created by my twisted mind? I don't know at all I just think I'm mad. I walk into different realm to seek the truth but... I now only understand how pathetic I am. Everything is nothing and my brain try to make me believe the opposite! I just sense what my mind can sense and nothing else. The reality is not what I perceive.

Sword of the Void[edit]

A lone man waits in the castle for the bandits to plunder it, focused and determined. Suddenly they appear, and... nothing! The bandits were expecting some defenses. Four bandits lose their legs before they realize that they are being attacked, but the man is already gone, swinging his greatsword all around in a flash, killing all bandits in range. Only the leader remains, who runs but two steps before losing half of his body from a portal.

Chosen of the Elder God[edit]

Once upon a time, a young squire was on his first mission with a bunch of recruits. The task was really simple. All they had to do is investigate an abandoned warlock tower. Nothing remained except some old books and tools. The apprentice soldier inspected the tower for clues and fell on an eldritch artifact. He was so fascinated by the treasure that he decided to keep it for himself. One day the artifact started glowing darkly and talked to the squire saying that he could learn new tricks that nobody else would ever be able to master. After year of training, the young man become strong and could do anything that is physically impossible for a normal man. But everything has a price and that price was his humanity. His twisted ambition turned him into a deformed tentacular person with nothing but a soulless carcass as a body.

Quick Build[edit]

You can make a Voidblade quickly by following these suggestions. First, Strength or Dexterity depending your archetype, second Wisdom should be your highest Ability score after the first, followed by Constitution or Intelligence (never both) if you take marked by the great old one archetype. Also, choose the Soldier background or folk hero.

The warpblade is an adaptable damage dealer with both ranged and melee attacks and some versatility. You should make Dexterity and your Wisdom your main attribute The Marked by the great old one is more a tank with some control and damage potential. This archetype does not want more that 12 Constitution. Wisdom and Intelligence is your main attributes but Strength can be good for this one too. The unreal being is a pure single damage dealer Anti-tank. You don't really need more than Strength or Dexterity and Constitution.

Class Features

As a Voidblade you gain the following class features.

Hit Points

Hit Dice: 1d10 per Voidblade level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Voidblade level after 1st

Proficiencies

Armor: light armor and medium armor
Weapons: Simple Weapons, Melee Martial Weapons.
Tools: None
Saving Throws: Strength, Wisdom
Skills: Choose two from Acrobatics,Arcana Athletics, Insight, Investigation, and Perception

Equipment

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

Table: The Voidblade

Level Proficiency
Bonus
Features
1st +2 Fighting Style, Erased from your realm
2nd +2 Void shift, Voidblade Archetype Feature
3rd +2 Voidblade Archetype Feature
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Strange Lore, Eyes of the old one
7th +3 Voidblade Archetype Feature
8th +3 Ability Score Improvement
9th +4 Speed of Thought
10th +4 Eldritch's Doomed Anticipation
11th +4 Voidblade Archetype Feature
12th +4 Ability Score Improvement
13th +5 Hunter of realities
14th +5 Alternated Perception
15th +5 Voidblade Archetype Feature
16th +5 Ability Score Improvement
17th +6 Veiled Existence
18th +6 Voidblade Archetype Feature
19th +6 Ability Score Improvement
20th +6 Know the truth

Influence of the Far Realm[edit]

Beginning at 1st level, the creeping influence of the Far Realm starts to crawl into your soul, changing your body. When wielding light or medium armor, you can use your Wisdom modifier, instead of your Dexterity, to calculate your AC.

The power of the Far Real also distorts your mind, granting you the ability to tap into other creatures emotions and fears trough a limited telepathic connection. You also can communicate telepathically with creatures you can see , within 30 feet of you.

In addition, when you make a contested Charisma or Wisdom check against a creature, you can instead forcing them to make a saving throw against your Void save DC, to have the same effect of a success on the check.

This, and some other features, require a creature to make a saving throw. Your void save DC is calculated as follows:

Void Save DC = 8 + your proficiency bonus + your Wisdom modifier.

Fighting Style[edit]

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Void Shift[edit]

Beginning at 2nd level, you can use the void to quickly travel between places. As a bonus action, you can teleport to a place you can see within 30 feet, at cost of 15 feet of your movement. You can't use this feature if you can't move at least 15 feet on your turn. You can't use this feature on this turn if you have used on your last turn.

Voidblade Calling[edit]

At 2nd level, you choose how this thing corrupts you. Choose Warpblade, marked by the great old one, or Unreal being all detailed at the end of the class description. The pathway you choose grant you features at 2nd level and again at 3rd, 7th, 10th, 15th, and 18th level.

Void Strike

Your calling allow you to channel the power of the void into your strikes, releasing it into a mighty strike. Each Void Strike option provided by your calling details its specific effects.

You can use your Void Strike a number of times equal to your Wisdom modifier (minimum of once), regaining your uses after completing a long rest.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Strange Lore[edit]

At 6th level, your link with the madness of cosmos permanently alter you (both mentally and physically) and you have found some lore that you would rather forget it or test it. You know how to speak, read and write in deepspeech and one additional language of your choice. If you already know deep speech, you can learn another language of your choice.

Eyes of the Old One[edit]

At 6th level, you gain the power that allow you to see better in every condition. You can see trough normal and magical darkness up to a range of 60 feet.

In addition, whenever you can see the stars in the night sky, you have advantage on saving throws against being blinded.

Speed of Thought[edit]

Upon reaching 9th level, your reaction speed in combat becomes unmatched. You can add your Wisdom modifier (minimum +1) to your Initiative rolls. In addition, on your first turn of combat, choose a hostile creature you can see within 30 feet. You can teleport to an unoccupied space within 5 feet of that creature, without using a Bonus Action.

Eldritch Doomed Anticipation[edit]

Also at 10th level, you can instill paranoia in the mind of your enemies. When a creature misses you with a melee attack, you can use your reaction to force the target to succeed on a Wisdom saving throw, or take 1d4 psychic damage and have Disadvantage on its next melee attack made until the start of your next turn.

Hunter of Realities[edit]

Upon reaching 13th level you crave for anything that could represent a proof that you really existing as a person. You can choose two skills from the following: History, Religion, Nature, or Investigation. You gain proficiency with the chosen skills, and add twice your proficiency bonus in checks with them, if you are already proficient.

In addition, you gain proficiency in Intelligence saving throws.

Alternated Perception[edit]

At 14th level, you have advantage on all Wisdom (Perception) checks that rely on sight. In addition, you can see invisible creatures up to a range of 30 feet.

Veiled Existence[edit]

Upon reaching 17th level, as an Action on your turn, or as a reaction when you're hit by an attack, you can conceal your existence from the memory of your aggressor. For the next minute, or until you attack that creature or force that creature to make a saving throw, the target is unable to see you, as if you were invisible in relation to it.

You can have only one creature under the effects of your veiled existence at the same time. Choosing another target ends the effect on the previous one.

Know the truth[edit]

Upon reaching 20th you discover the truth about something that you should forget. A secret that is too heavy to keep; a secret that is taking away your sanity. Everything can be changed and you know it. After a long rest, you can reduce your Wisdom score by 3, and increase any ability score of your choice by the same amount, potentially going above 20. You can increase a single ability score by 3, or any of your scores by an amount whose total equals 3. This change lasts until you complete your next long rest.

Voidblade Calling[edit]

Warpblade[edit]

The Warpblade archetype specializes in mobility gained from passing into the mysterious cosmic chaos. Those who model themselves on this archetype combine unimaginable agility and unpredictable attacks.

Void Strike: Planar Blade

When you use your Void Shift, you can make a special attack using your Action, enhanced by the power of the void. On a hit, this attack causes additional damage equal to 2d8 force. The damage increases to 4d8 at 5th level, 6d8 at 11th level and 8d8 at 20th level.

Improved Phasing

Starting at 3rd level, while you are not wearing armor or using a shield, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.

In addition, your movement speed and Void Shift distance both increases by 5 feet.

Portal Sword

At 3rd level, you can cause your attacks to be teleported to your enemies, by opening small gaps on the reality, just enough to allow your blade to pass. If you use your Void Shift feature, until the end of your next turn, you can make melee weapon attacks against creatures within 30 feet.

Portal Slam

At 7th level, you can use your Action to teleport to a place you can see within 90 feet. When you disappear, an wave of force explodes in a 10-foot radius of the position you left, as a result of the forceful closure of the portal. All creatures in the area must succeed on a Constitution saving throw, or take 2d12 force damage, are pushed 10 feet back and knocked prone. On a success, the creature take 1d12 force damage and is not knocked back or prone.

Once you use this feature, you can't do it again until you finish a short or a long rest.

Infinite Cosmos

Beginning at 11th level, you receive a gift from the stars, being able to move trough the astral sea between points in the material plane. Void Shift no longer cost you movement, and you can teleport in each of your turns, regardless of having used it on your last turn.

In addition, when you use Void Shift, you become imbued in cosmic power. The next time you hit a creature on this turn with a melee weapon attack, you cause additional 2d8 force damage.

Gate of a Hundred Swords

Starting at 18th level, you can manipulate the space around you causing you to be at multiple places at once. As an action, you can make one melee attack at against each creature of your choice within 60 feet. Hit or miss, the target take 2d8 force damage, in addition to the attack's normal effects. After using this feature, you can choose to teleport to an unoccupied space within 5 feet of any of your targets.

You can use this feature once, and regain your use after completing a long rest. You can use it twice between rests at 20th level.

Marked by the great old one[edit]

The Marked by the great old one archetype specializes in forbidden arts to be able to lead anyone into madness. those warriors tend to be more strategic and calculated than a typical voidblade. Their body is also changed by this path into an unsettling horror that people try to run away.

Void Strike: Insanity Strike

You become extremely psychologically unstable and must give your potential madness to your future victims. Once per turn, when you hit a creature with a melee attack, the creature must succeed a Wisdom saving throw or take additional 1d10 psychic damage and become stunned by an uncontrollable spasm of delirium until the end of your next turn. The damage increases to 2d10 at 5th level, 3d10 at 11th level and 4d10 at 20th level.

Old Ones Harmony

At 3rd level, your body start growing 4 tentacles over your body into the most disturbing way. You gain proficiency with Intimidation skill, if you already have it, it become an expertise. Also, you can make your tentacles wield a one-handed melee weapon that can be used as a bonus action. The Attack and damage modifier for a weapon used this way is your Wisdom modifier or your Intelligence modifier. Also, the tentacles can be used to carry an item that is less than 10 lbs. You can also use your tentacles to wield a shield it you have the shield proficiency

Eldritch infection

From 7th level, if you have less than 14 Constitution, your maximum hit point is increased by your Wisdom modifier and your Intelligence modifier and you gain 2 extra hit points per level. If you have more than 14 Constitution, when a creature hits you with a melee attack, it takes 1d6 necrotic damage and you heal yourself for 1d6 hit point.

Call of Insanity

Beginning at 11th level, when an hostile creature miss you with a melee attack, you can use your reaction to and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. On a hit, it causes psychic damage, instead of the normal damage.

When you gain Veiled Existence at 17th level, you can use this feature as part of the same reaction you used that feature.

Source of Madness

Starting at 18th level, you enter in a rare form of insanity that make you more “sane”. In fact, you’re so crazy that you can see the cosmic horrors playing a disturbing music that keep a god asleep. You can use insanity strike for 3 more attacks without need a short rest and you become immune again psychic damage. Also, if you reduce a creature to 0 hp with an attack that you added insanity strike, you gain temporary hp equal your intelligence modifier and your wisdom modifier.

Unreal Being[edit]

The Unreal being cut himself from the reality and nothing can bring him back. Destruction is the only way to escape the madness.

Void Strike: Worthless Defense

Once per turn, when you hit a creature with a melee attack, you instantly hit the attack, instead of rolling it. You cause additional damage equal to 1d10 at 5th level, 2d10 at 11th level and 3d10 at 20th level.

Everything is Nothing

Starting at 3rd level, you gain +1 on attacks and damage rolls against creatures that wear armor. This increases to +2 at 11th level and +3 at 17th level.

Mi-go wings

Starting at 3rd level, moving through nonmagical difficult terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. Also, other creature that see you, see a pair of insect wings

In addition, you have advantage on saving throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.

Mark from Yuggoth

Beginning at 7th level, if you hit a creature with a 1 handed weapon and use no other weapon or shield, you put 2 marks on the target creature and the creature's ac is decreased by 1 for each 2 marks on it. you can only put a maximum of 6 mark or 10 marks at level 18. Also if you use a two handed weapon or an weapon and a shield, you put 1 mark instead, and 2 mark if you use two weapon and both of them land an hit.

The void mark remain until the target death or for 1 minute since the last mark.

Doomblade

Starting at 11th level, the essence of void coat your strikes. You cause additional 1d8 force damage with your melee weapon attacks.

Azathoth Chaos

From 15th level, you can assume the form of a being made of pure chaos. For 1 minute, you gain the following benefits:

  • Your form becomes unstable and constantly shifts. You can use your reaction to reduce any damage you take by half.
  • You can Void Shift to teleport to a place up to twice your movement speed. Doing so doesn't cst your movement.
  • Your Mi-go Wings grant you a flying speed equal to your movement speed.
  • Once per round you can roll a d8 and add to the result of an attack, saving throw or to reduce the result of a saving throw made by a creature against a spell or effect from you.

Once you use this feature, you can't do it again until you finish a long rest, unless you spend 5 hit dice to do it again.

All is dust

At 18th level, finding even the smallest things to make as your weapons, you collect the dust in the air to form little needles that pierce most objects around you. As an Action, you force all creatures in a 10-foot radius to make a Dexterity saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or take 4d8 + your Strength modifier magical piercing damage, or half as much on a success. In addition, any creature who fails the save have its movement speed halved.

At 20th level, the damage increases to 6d8 + your Strength modifier and the area increases to 20-foot radius.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the voidblade class, you must meet these prerequisites: Strength or Dexterity, and Wisdom of 13 or higher.

Proficiencies. When you multiclass into the voidblade class, you gain the following proficiencies: light armor, simple weapons and melee martial weapon

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