Voidhunter (5e Class)
Work In Progress |
Voidhunter[edit]
“ | What the hell even am I fighting?
- Unlucky opponent |
” |
Daemons Made Flesh[edit]
Voidhunters are those who have walked the abyss between existence and oblivion—and returned. The Void, a realm adjacent to the living world and brushing against the domain of the Dark Ones at the edge of space, is a place where reality bends and truth is malleable. Its depths are shrouded in eternal blackness, its gravity shifts like a fickle god’s whim, and its denizens—Daemons—are not creatures of flesh, but of pure essence: concepts given will, emotions given form, and, in rare cases, echoes of souls lost in the Astral Plane.
Sometimes, through fleeting rifts, the most desperate or the most insatiably curious of Daemons reach toward the Material Plane. Those they touch suffer fates both cruel and strange—some are driven mad, others twisted into nightmarish abominations. But the rarest of all, those of indomitable spirit, endure. They emerge changed, Voidblessed, standing at the threshold of two realities.
They are no longer entirely mortal. Their bodies begin to reject the shape they once held, warping under the pressure of the Daemon’s essence. Bone, sinew, and will entwine with something... else. From this metamorphosis is born the Volunta—a living weapon, a manifest limb of the Void, grown from within and honed for battle. Sinewed with black will and hunger, the Volunta is neither parasite nor prosthesis. It is the Voidhunter's other self—alive, evolving, and hungry for truth.
Among these few, the ones who unravel the deeper truth—the reason the Daemons flee and become something greater. They become Voidhunters. Warriors of unfathomable might, wielding the power of the Void without succumbing to its corruption. They are the sentinels at the edge of oblivion, the last line between existence and the horrors that lurk beyond.
Visions of the End[edit]
To be Voidblessed is to dream of ruin.
The Daemon’s essence within them carries memories of past collapses, visions of the inevitable decay of all things. They dream of worlds undone, of civilizations swallowed by entropy, of the Dark Ones stirring in the abyss, awaiting the final hour to descend upon the Material Plane. Even if the end is eons away, the Voidblessed see it. They feel it.
And their bodies remember it too.
Each awakening of the Volunta is a reminder that the Void does not gift without altering. The hunger it carries, the reflex to defend or to destroy—these are the echoes of a Daemon’s fear, carved into the body like instinct. The Voidhunters know this, and they endure it. They choose to carry that weapon beneath their skin, to answer the whisper of annihilation with steel and claw.
They do not fight for power. They do not fight for conquest.
They fight because they alone can see the fragility of reality—and they refuse to let it shatter.
Creators of Vessirants, Wielders of Voluntas[edit]
A Voidhunter’s weapons are more than steel and edge, more than carved wood or tempered metal. Over time, they awaken.
There are two such awakenings.
The first is Vessirant—a weapon not born of history. As a Voidhunter endures battle after battle, the Void within them begins to echo through their chosen armament. This weapon absorbs not just Void essence, but memory: victories, failures, ideals. Eventually, it awakens—not as a cursed item or a relic, but as a sentient companion, forged not by smiths, but by survival. It learns. It judges. And in time, it chooses.
The second is Volunta—the Void’s gift of flesh. A writhing, organic extension of the Voidhunter’s will, it erupts from beneath their skin in battle, shaped by instinct and honed through pain. It is not learned; it is survived. In its earliest form, a Volunta is a wild, reactive thing—claws, tendrils, scything wings or jaws. But as the hunter matures, so too does their Volunta, becoming a reflection of their very soul.
Where the Volunta is the expression of the Void’s hunger, the Vessirant becomes the expression of the hunter’s identity.
To fight with both is to become something few can fathom—neither man nor monster, but a force that exists between.
Bearers of the Seal[edit]
Those who have felt the touch of a Daemon do not walk away unmarked. Upon their flesh, a seal takes form—layered, shifting, inked in patterns that defy mortal comprehension. A Voidhunter’s seal is not merely a brand; it is a prison, a chain that binds something vast and unknowable within.
Many fear what lies beneath the layers of the seal. Three barriers. Three locks. Three warnings.
To break them is to risk the unknown. To break them is to invite what slumbers beneath into waking.
And yet... some whisper that the deeper the connection to the Void, the more vivid the Volunta becomes—more intelligent, more distinct. That when the final seal is undone, it is not the Voidhunter who is unbound.
It is their true self, at last fully born.
Creating a Voidhunter[edit]
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You can tell when you are facing a voidhunter. By [1] |
Before you create a Voidhunter you should consider the following. How did they fuse with their Daemon? Were they actively seeking it out or was it a coincidence? What are their plans with the power?
- Quick Build
You can make a Voidhunter quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution followed by Dexterity. Second, choose the feylost background. Third, choose Acrobatics and Intimidation for your skills.
Class Features
As a Voidhunter you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Voidhunter level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Voidhunter level after 1st
- Proficiencies
Armor: Light armor, Medium armor, Shields
Weapons: Simple weapons, Martial weapons
Tools:
Saving Throws: Charisma, Dexterity
Skills: Choose two from Acrobatics, Athletics, Arcana, Perception, Persuasion, Intimidation, Insight, Investigation
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) five javelins or (b) any simple melee weapon
- an explorer's pack
- (a) Chain shirt or (b) Leather armor
- If you are using starting wealth, you have 3d4x10 gp in funds.
Level | Proficiency Bonus |
Features | Daemon Dice |
---|---|---|---|
1st | +2 | Halfdaemon, Vessirant Savant | d4 |
2nd | +2 | Volunta, Give That Back | d4 |
3rd | +2 | Concept | d4 |
4th | +2 | Ability Score Improvement | d4 |
5th | +3 | Extra Attack | d6 |
6th | +3 | Gravitas of the Void | d6 |
7th | +3 | Concept Feature | d6 |
8th | +3 | Ability Score Improvement | d6 |
9th | +4 | Edge of Sentience | d6 |
10th | +4 | Fleshdeal | d8 |
11th | +4 | Lifestealer | d8 |
12th | +4 | Ability Score Improvement | d8 |
13th | +5 | Mindbreak | d8 |
14th | +5 | Concept Feature | d8 |
15th | +5 | Birthright | d10 |
16th | +5 | Ability Score Improvement | d10 |
17th | +6 | Final Cut | d10 |
18th | +6 | Concept Feature | d10 |
19th | +6 | Ability Score Improvement | d10 |
20th | +6 | Release The Beast | d10 |
Halfdaemon[edit]
Starting at 1st level your body becomes closer to peak condition than it ever could, as you grow bigger and your sclera turns black and your iris turns blood red or violet. You gain 1 additional hit point and 1 additional hit point each time you gain a level in this class and you gain proficiency in Athlethics. If you already have proficiency in Athlethics you gain expertise in it instead. Additionally as you learn how to listen to the voices from beyond you learn the Guidance cantrip. You can cast it without needing any components as you simply listen or make someone willing listen to your Daemon. Charisma is your spellcasting ability for it. If any feature mentions Daemon DC it is calculated using your Charisma modifier.
Daemon DC = 8 + proficiency modifier + your Charisma modifier.
Vessirant Savant[edit]
Beginning at 1st level you start to create life that you can pull into a weapon of your choosing. When you finish a long rest you imbue the Vessirant into either combination:
- One two handed weapon,
- Two weapons,
- Weapon and a shield.
As it becomes occupied by the Vessirant and is reffered to as such. You can only imbue one of the above, as you are only capable of having one Vessirant. If you choose to imbue another combination when you finish a long rest Vessirant leaves the previous combination and imbues the new one.
While Vessirant occupies the combination, it changes its appearance to one of your choosing, while keeping its general shape. When the weapon is occupied by a Vessirant:
- You can use the Charisma modifier both for the hit and for the damage roll of the weapon,
- You can draw or stow a Vessirant as part of the attack. If Vessirant is a combination of a weapon and shield you also put the shield on as a part of an attack,
- You can use your bonus action to instantly call your Vessirant to your hands, no matter where they are as they blink into your hands. If you wish, you can instead teleport your Vessirant into a space it usually occupies on you, such as a scabbard or your back.
Additionally you can transform Vessirant into a living being. Once per long rest you can cast Find Familiar using Charisma as your spellcasting ability for it. When you do so your Vessirant transforms into a familiar as it gains basic understanding of its existance. Vessirant can use its action to transform from and back into a weapon. When you use your bonus action to call your Vessirant to your hands it transforms from a familiar back into a weapon. If Vessirant dies as a familiar it transforms back into a weapon and cannot transform into a familiar until you finish a long rest. You can spend 1 hour and 10gp worth of materials to enable the transformation again as you perform a ritual with your Vessirant.
Volunta[edit]
Starting at 2nd level, a pair of unnatural limbs, known as Volunta, emerge from any place on your back manifesting as writhing tentacles, snapping jaws, or clawed arms. These are living extensions of your Daemonic origin. As a bonus action, you can extend or retract your Volunta at will.
While your Volunta are extended, you gain the following benefits:
- Natural Weapon - Your Volunta are natural weapons with a reach of 10 feet. They use your Charisma modifier for attack and damage rolls. On hit, they deal either bludgeoning, slashing, or piercing damage (your choice) equal to your Daemon Die, as shown on the Voidhunter table.
- Climbing - You gain a climbing speed equal to your walking speed.
- Extended Interaction - You can interact with objects within 10 feet using your Volunta. You may also attempt grapple checks from 10 feet away, and can grapple up to two creatures at once without using your hands. If two creatures are grappled this way, you cannot use your Volunta to make attacks.
- Supernatural Movement - You may use your Charisma modifier instead of Strength or Dexterity for Athletics or Acrobatics checks. Additionally, your high and long jumps are increased by 10 feet and use your Charisma for determining distance. You can make running jumps without moving first.
- Void Lash - When you take the Attack action and hit with a weapon, you may make one Volunta attack or attempt to grapple or shove a creature within 10 feet as part of the same action,
- Strong grip - When you move while grappling creatures up to your size, your speed isn't halved.
At 6th level, your Volunta attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Give That Back[edit]
Beginning at 2nd level you learn to control your essence better and where it flows. After receiving damage from a creature you can declare the hit points that you lost stolen. If you do so, at the start of your turn you gain temporary hit points equal to stolen hit points. For 1 minute, whenever you deal damage to the creature that orignally dealt damage to you, you regain hit points equal to the damage you deal to that creature up to stolen amount. When you regain hit points in this way and still have the temporary hit points from this feature, you reduce the temporary hit points by the amount healed. You can use this feature once and can do so again after finishing the long rest.
Concept[edit]
Starting at 3rd level you choose the Concept. Choose between the Concept of the Seer and the Concept of the Brute all detailed at the end of the class description. Your choice grants you features at 3nd and again at 7th, 14th, 15th and 18th level.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Gravitas of the Void[edit]
Starting at 6th level you pull more energy from the Void as it changes you and the world around you. You gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free as you learn how to manipulate your own gravity. Additionally when you are falling you can expend a reaction to reduce the fall damage by 6 times your level in this class as you quickly adjust how gravity affects you and you can calculate the weight you can carry, push and drag using your Charisma modifier and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Edge of Sentience[edit]
Starting at 9th level your Vessirant becomes fully aware. When occupying a weapon it becomes a Sentient being. It has Intelligence, Wisdom and Charisma scores equal to yours and has blindsight up to 10ft and darkvision up to 30ft even while in a Familiar form, unless the scores or vision form Familiar form are greater. It can freely converse with you, using telepathy regardless of the distance. Additionally Vessirant acts immediately before your turn. During its turn it has the following actions:
- Voidslash - As an action Vessirant opens the portal to the Void in unoccupied space within 5ft of you and another portal in a unoccupied space within 30ft of you that lasts until the end of your next turn. The portals seem bristling with energy and any creature of your choice that passes through them appears unharmed in the opposite portal. If any other creature tries to pass through the portal it must make a Wisdom saving throw or it is pulled into the portal and appears in the unocuppied space within 30ft of either portal of your choosing. On a success nothing happens and creature seems to pass through the portal as if didn't exist. Vessirant can use this action proficiency amount of times, regaining uses on finishing a long rest.
- Imbue - As an action Vessirant pours more of its essence into the weapon it occupies. Choose between radiant, necrotic and force damage. Next time you deal damage using this weapon it is increased by 1d8 damage of the chosen type.
- Decay - As an action Vessirant pours destructive essence of the Void into the weapon it occupies. Next time you deal damage using this weapon to creature or creatures, they cannot regain hit points until the start of Vessirant's next turn.
- Allguard - As an action Vessirant focuses on defense. You make the next saving throw with an advantage.
Additionally Vessirant can make an opportunity attack as a reaction.
Fleshdeal[edit]
Beginning at 10th level the first layer of seal on your breaks apart, as you feel filled with power as the faint lines on your body grow. You become immune to diseases and you gain advantage on saving throws against being poisoned. Additionally you gain resistance of your choosing to either necrotic, radiant or force damage and if you lost any limbs, they are restored when you finish a long rest bringing you back to your peak form. You gain the resistances you haven't picked on 13th and 15th level in the order of your choosing.
Lifestealer[edit]
Starting at 11th level your Volunta grows in power and in numbers as they try to sustain you. You gain two additional Volunta and when your Volunta are extended:
- Natural Weapon - Your Volunta are natural weapons with a reach of 20 feet. They use your Charisma modifier for attack and damage rolls. On hit, they deal either bludgeoning, slashing, or piercing damage (your choice) equal to your Daemon Die, as shown on the Voidhunter table.
- Climbing - You gain a climbing speed equal to your walking speed.
- Extended Interaction - You can interact with objects within 20 feet using your Volunta. You may also attempt grapple checks from 20 feet away, and can grapple up to four creatures at once without using your hands. If four creatures are grappled this way, you cannot use your Volunta to make attacks.
- Supernatural Movement - You may use your Charisma modifier instead of Strength or Dexterity for Athletics or Acrobatics checks. Additionally, your high and long jumps are increased by 20 feet and use your Charisma for determining distance. You can make running jumps without moving first.
- Void Lash - When you take the Attack action and hit with a weapon, you may make two Volunta attacks or attempst to grapple or shove a creatures within 20 feet as part of the same action,
- Life Siphon - Once per turn when you deal damage to a creature with your Volunta you regain your Charisma modifier hitpoints,
- Passive Suit - If you don't attack with your Volunta during your turn you gain a +2 bonus to your AC until the start of your next turn,
- Strong Grip - You have advantage on ability checks you make to initiate or escape a grapple. Additionally the target of your grapple can be up to two size larger than you and when moving while grappling creatures up to one size larger than you your speed isn't halved.
Mindbreak[edit]
Beginning at 13th level you are almost at the peak of the fusion between you and your Daemon as the Second Seal breaks. You feel as your mind starts working more on abstract concepts, not in a linear way but as a series of streams. You and your Vessirant gain advantage on saving throws against being charmed and you both become immune to being frightened. Additionally you can communicate telepathicaly with any creature you can see within 1000ft, exchanging images, feelings or concepts. If the creature is willing you can look through its senses as an action.
Birthright[edit]
Starting at 15th level the final seal breaks and the truth is revealed - Daemon was your representation in the Void all along. You finally merge with it granting you:
- Your creature type changes to either celestial, fiend or monstrosity. You make this choice once when you get this feature.
- You either become medium or large. You make this choice once when you get this feature.
- You cannot age, you always appear as if in your peak condition biologically and you become immune to magic that would age you or alter your age,
- You gain flying speed equal to your walking speed as you gain additional Volunta as wings,
- At the start of each of your turns, you regain hit points equal to your Charisma modifier plus your proficiency modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points,
Final Cut[edit]
Beginning at 17th level your Vessirant becomes fully awakened. Instead of a form of a beast used in Find Familiar spell, it can instead assume the form of a humanoid. While in a humanoid form it shares your ability scores and has 10 hit points. In addition Vessirant enhances the weapon it is inside even further, bringing the weapon to its peak performance. You extend the critical range of the weapon by 1 (for example from 20 to 19-20 etc) and if you roll a 1 on an attack roll with this weapon it instead counts as a critical hit as the Vessirant bends the logic pulling on the Void energy. Additionally every damage using the Vessirant is increased by your Charisma modifier.
Release The Beast[edit]
Starting at 20h level your Volunta evolve for the last time growing two additional ones. When your Volunta are extended:
- Natural Weapon - Your Volunta are natural weapons with a reach of 30 feet. They use your Charisma modifier for attack and damage rolls. On hit, they deal either bludgeoning, slashing, or piercing damage (your choice) equal to your Daemon Die, as shown on the Voidhunter table.
- Climbing - You gain a climbing speed equal to your walking speed.
- Extended Interaction - You can interact with objects within 30 feet using your Volunta. You may also attempt grapple checks from 30 feet away, and can grapple up to six creatures at once without using your hands. If six creatures are grappled this way, you cannot use your Volunta to make attacks.
- Supernatural Movement - You may use your Charisma modifier instead of Strength or Dexterity for Athletics or Acrobatics checks. Additionally, your high and long jumps are increased by 30 feet and use your Charisma for determining distance. You can make running jumps without moving first.
- Void Lash - When you take the Attack action and hit with a weapon, you may make three Volunta attacks or attempst to grapple or shove a creatures within 30 feet as part of the same action,
- Life Siphon - Once per turn when you deal damage to a creature with your Volunta you regain your Charisma modifier hitpoints,
- Passive Suit - If you don't attack with your Volunta during your turn you gain a +3 bonus to your AC until the start of your next turn,
- Strong Grip - You have advantage on ability checks you make to initiate or escape a grapple. Additionally the target of your grapple can be up to three size larger than you and when moving while grappling creatures up to two size larger than you your speed isn't halved.
Additionally you can release your Volunta in chaotic manner. After you take the attack action instead of attacking with Volunta using Void Lash, you can attack every enemy creature within the range of your Volunta. You can use this feature once, regaining usage after finishing a short rest.
Concept[edit]
Concept of the Seer[edit]
To see is to understand, but a Seer does not simply observe—they pierce through the veil of reality itself. Their vision transcends the mortal plane, unraveling the secrets of the Void, the whispers of fate, and the echoes of things yet to come. Seers walk the line between perception and prophecy, wielding sight so profound it bends the very nature of existence. As their connection to the Void deepens, their eyes of the soul awaken, allowing them to witness the threads of destiny before they are woven. Legends speak of Master Seers, Voidhunters so attuned to the unseen that they can anticipate the future before it unfolds. To them, battle is not fought in the moment—it is foreseen, shaped, and decided before the first blow lands. The strongest among them are said to stand outside of time itself, glimpsing the final threads of reality and, if they will it, cutting them.
As the next eyes open they can be seen as either spectral or biological eyes on your face in place and appearance of your choosing. They are not visible when you wish for them to visible.
- Third Eye of the Echoes
Starting at 3rd level your third eye opens, as you see the glimpses of the past. You can see normally in darkness, both magical and nonmagical up to 120ft and you gain 20ft of blindsight. As a action you can focus on an object or a creature within 30ft that you can perceive:
- Object - You gain visions of its history, seeing glimpses of significant moments tied to it as you learn its properties as if you cast identify on it. Roll a d4, you learn the number rolled of additional events from its history, if there are any.
- Creature - If the target is unwilling, it must make a Wisdom saving throw against your Daemon DC. On a failure, you witness fragments of its past, revealing key moments or memories. Roll a d12:
d12 | Gained Knowledge Options |
---|---|
1 | Target's proficiencies in saving throws, if any. |
2 | Target's spellcasting ability score and spellcaster level, if any. |
3 | Target's damage resistances and immunities, if any. |
4 | One of the target's features, determined by GM. |
5 | Target's condition immunities, if any. |
6 | Target's senses and its passive perception score. |
7 | One of the target's legendary actions, determined by GM, if any. |
8 | One of the target's specific action or bonus action options, determined by GM. |
9 | One of the target's specific reaction options, determined by GM, if any. |
10 | Some lore information about the target, determined by GM. |
11 | One of the target's specific lair action options, determined by GM, if any. |
12 | One of the target's specific mythic action options, determined by GM, if any. |
You can use this feature on a creature amount of times equal to your proficiency modifier regaining expended uses on finishing a long rest. If you roll the same feature twice, you can reroll it until you learn something new. Whether the saving throw succeeds or not, the creature doesn't know you probed its past.
- Fourth Eye of the Veil
Beginning at 7th level the fourth eye opens as it shows you what hides in the present, below the Veil. You gain 30ft of tremorsense. You also can use your Charisma modifier for Insight, Investigation or Perception checls as you see the things for what they are using your spirit. Additionally your Volunta seem to anticipate attacks as they try to block and riposte attacks. After receiving damage you can use your reaction to reduce the damage by two Daemon Die rolls and if the creature that dealt that damage to you is within Volunta reach it receives either bludgeoing, piercing or slashing damage equal to the damage reduced.
- Fifth Eye of the Unwritten
Starting at 14th level you open the fifth eye as it shows you what awaits you and others around you. You gain 30ft of true sight and extend your blindsight by 10ft. You can add your Daemon Die plus your Charisma modifier to any roll that a friendly creature makes within 60ft of you once per round.
- Sixth and Seventh Eye of the Unbound and End
Beginning at 18th level you reach the full Daemonhood as now you can feel the fabric of the reality at your fingertips. You gain immunity to the divination magic and creatures using it against you don't get any benefits. If a creature attempts to foresee or predict your fate, it instead receives false visions of DM's choosing. Additionally as an action you briefly stop the flow of time for everyone but yourself and up to your Charisma modifier creatures during which you and the creatures you chose can use actions and move as normal. This effect ends if one of the actions you or the creatures you chose use during this period, or any effects that you or the creatures you chose create during this period, affects a creature other than you, the creature you chose or an object being worn or carried by someone other than you or the creature you chose. This effect ends at the end of your third turn since using this feature. You can use this feature once, regaining the usage when you finish a long rest. If any creature stops time you are not affected by that effect and can move and act in stopped time as normal.
Concept of the Brute[edit]
Power is the only truth. While others seek wisdom in the Void, the Brutes tear strength from its depths, wielding its chaotic force as both shield and weapon. They do not whisper to the abyss or bargain with unseen forces—they take what they need and break anything that stands in their way.
Brutes are the unstoppable force, the living embodiment of destruction. They are not bound by the fragile laws of the world; they shatter them. Where others bend reality with careful precision, Brutes rip through it with sheer, unrelenting might. Their bodies are forged by Void-born resilience, their strength fueled by limitless fury.
Legends tell of Voidborn Titans, warriors who have devoured the abyss itself, whose blows shake the fabric of existence. To face one in battle is not to fight a warrior—it is to stand against the storm, the avalanche, the inevitable end.
- Voidborne Fury
Starting at 3rd level you feel how the Void adds to your imposing physique. You gain +1 bonus to your AC as the Void shields you. Additionally, when you fail any ability Athlethics or Acrobatic check you can add your Charisma modifier to it, possibly resulting in the success. You can use this feature proficiency amount of times, regainin uses of this feature when you finish a long rest.
- Titan's Endurance
Beginning at 7th level it becomes even harder to wound you. You reduce the damage received by Charisma modifier. This reduction occurs after your resistances. Additionally your Volunta learn how to better control area around you. After receiving damage you can use your reaction to attempt to grapple the creature that dealt damage to you. If the creature is within twice your Volunta range you make an grapple check against the creature that dealt damage to you.
- Anihiliation Stance
Starting at 14th level the fury you unleash transform your fighting style into that of a monster from another dimension. When you roll any damage, roll it twice and take the higher result. Additionally when you start your turn, choose one damage type. You gain resistance to that damage until the start of your next turn.
- World Breaker
Beginning at 18th level the Void’s raw power fully manifests within you, turning you into an unstoppable force of destruction. With each strike, the laws of reality crack, and the battlefield itself bends beneath your might. As a bonus action, you enter the World Breaker State for 1 minute. While in this state, you gain the following benefits:
- Reality-Shattering Blows – If a creature has a resistance to a damage you deal, you double that instance of damage. If a creature has immunity to the damage you deal, the damage changes to one that the creature is not immune to, determined by DM at random.
- Seismic Strikes – Once per turn, when you hit a creature or object with a melee weapon attack, you can release a shockwave in a 10-foot radius, forcing all creatures in range to make a Strength saving throw against your Daemon DC or be knocked prone and take force damage equal to your Charisma modifier.
- End of All Things – At the start of your turn, if your hit points are 0 or you are dead, you can immediately rise with half your maximum HP. This can occur once per transformation.
Work In Progress |
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