Void Blade (5e Subclass)
Void Blade
The Void Blade is a Rogue subclass.
You have gained the attention of a mysterious being named the Outsider. Whether through your bearing of a lifetime of extreme adversity, being visited by betrayal and injustice, or other set of circumstances, your actions have drawn this being's interest. Drawing your consciousness to his own strange and timeless dimension simply called the Void, he has bestowed his mark on you, granting you powerful supernatural abilities.
- Mark of the Outsider
Starting at 3rd level, you gain the Mark of the Outsider on your left hand. The Mark allows you to use the power of the Void to move quickly (teleport) and to cast certain spells. You gain Void points equal to your proficiency bonus modifier. Void Points recharge at a rate of one point per round where no Void abilities or spells are used, unless otherwise noted.
- Void Magic
The Mark has also granted you limited spellcasting, as well as the ability to use Void Points to modify the spells you cast. See the Void Spell list and the Void Casting section below for the spells you can cast and the Void modifications you can apply. You gain two spell slots per spell level that you can cast. Expended spell slots are restored when you finish a long rest.
Spellcasting Ability: Intelligence is your spellcasting ability. You use your Intelligence whenever a spell refers to your spellcasting ability.
Spell Save DC = 8 + your proficiency bonus + your intelligence modifier
Spell Attack Modifier = your proficiency bonus + your intelligence modifier.
- Spells known
The following table shows what spells you know, and at which level you gain them.
Rogue Level | Spells |
---|---|
3rd | Disguise Self, Thunderwave |
4th | Doppleganger |
7th | Devouring Swarm, Hypnotic Pattern |
10th | Haste |
13th | Telekinesis, Domino |
- Transversal
You move forward rapidly, crossing small distances in an instant. Starting at the 3rd level, you can use a bonus action to expend one Void Point and teleport up to 30 feet to an unoccupied space that you can see, with your direct line of sight. This movement can bypass small to moderate obstacles in your path but you cannot travel through thick solid surfaces. For example you may bypass a grate or glass window but cannot move through a solid wall, even if you have means of seeing your destination on the other side. This movement does not provoke attacks of opportunity. The range increases to 45ft at 9th level.
- Void Gaze
Starting at the 3rd level, you can channel the Void to augment your sight. As a bonus action, you can spend a Void Point to gain Darkvision for 30ft, for 1 minute. This also allows you to see in magical darkness. The activation of Void Gaze also sends out a Void Pulse, which will highlight any creature within 15ft of you, even through walls, until the start of your next turn, unless it is magically warded against detection. You know which way highlighted creatures are looking and you have advantage on Perception checks against them that rely on sight. You can use a bonus action on your subsequent turns to send out up to three Void Pulses for the duration. After the third Pulse, the vision fades and your sight returns to normal.
- Summon Void Assassin
Starting at the 9th level, as an action, you can summon a spirit from the Void, taking form as an assassin to aid you in battle. The assassin obeys your commands, acts on its own initiative and lasts for an hour unless dismissed as a bonus action. If the assassin drops to 0 hit points, it disappears in a puff of smoke. Once you use this feature, you can't use it again until you complete a long rest.
- Displacement
Your mastery of Transversal has increased to the point where you can ready the ability without expending it, and teleport at a moment's notice. Starting at the 9th level, instead of teleporting immediately, you can leave a marker in an unoccupied space within range. The marker looks like a jagged, crumbling image of you but is only visible to you or to creatures with truesight. The marker persists while you are in range and at any time you can use a reaction to teleport to it, only consuming Void Points when you do. If a creature occupies the same space when you teleport, you both make Constitution saving throws, taking 10d10 force damage, or half as much on success, and are then ejected to the nearest unoccupied space 5 feet away. Creatures one size larger or smaller have advantage/disadvantage respectively, while creatures two or more sizes larger or smaller automatically succeed/fail respectively. Any creature killed by the damage violently explodes and cannot be resurrected except with a Wish or True Resurrection spell.
- Arcane Bond
Starting at 13th level, you can share some of your powers with your allies. As an action you can concentrate on a number of creatures equal to your Intelligence modifier, spending Void Points on each to grant them powers as indicated below for 10 minutes. While you are concentrating, your Void Point Maximum is 1, regardless of how many points you spent. Empowered creatures gain one Void Point to use for the duration, recharging every round they don't use it. Additionally, a summoned Void Assassin also benefits from this feature as if you spent 2 Void Points on them. Once you use this feature, you can't use it again until you finish a long rest. Your Void Points recover normally after the ability ends.
- 1 Void Point Spent: Transversal
- 2 Void Points Spent: Transversal, Void Gaze.
- 3 Void Points Spent: Transversal, Void Gaze, Telekinesis (one casting)
- 4 Void Points Spent: Transversal, Void Gaze, Telekenisis, Haste (one casting each, self only for Haste)
- Far Sight
At the 17th level, you can tap into the Void to cast your consciousness forward and see beyond your mortal sight. As an action, you can project your vision forward outside your body, up to a range of 120ft. While in this projected form, you have the benefits of Void Gaze, and it costs you one Void Point to maintain the projection per round. Your projected form has a fly speed equal to your walking speed. You cannot move through solid objects as a projected form. Time is stopped for all creatures but you while you are projected. While in this form, you cannot attack, cast spells, use objects, or otherwise interact with the world. You can only use use additional Void Points to place a displacement marker within its normal range, or mark a creature within 120ft, at a cost of 1 void Point each. Marked creatures remain highlighted as if from a Void Pulse when your vision returns to normal unless they are knocked unconscious or killed, or they move out of range. When you run out of Void Points or end the effect early, your vision returns to your body and time resumes. Once you use this feature, you can't use it again until you finish a short rest. Your Void points recover normally after the ability ends.
Void Casting
This section details the options for modifying the spells you can cast with Void Points. Note: Some spells have no modifications. It also includes the custom spells Doppleganger and Domino.
- Disguise Self
Extend Spell: Double the duration of Disguise Self for 1 Void Point. Void Point Maximum is decreased by 1 for the duration the spell is active.
Semblance: Instead of a simple illusion, you can spend 3 Void Points to touch a valid target you wish to copy to channel the full effect of their presence. The target creature must make a Charisma Saving throw against your spell DC. On failure, they are knocked unconscious, their face blackening with an unknown substance, while a ghostly replica of their face hovers in your left hand. You then channel the full effect of their presence, perfectly mimicking their voice and mannerisms, and you can convincingly answer simple questions as if you were them, though you don't have access to their memories. On success the target is not rendered unconscious. The duration of the spell is reduced to 10 minutes, you must concentrate to maintain the effect and your Void Point Maximum is reduced by 3 for 1 hour.
- Thunderwave
Reactive Blast: If you are targeted by a ranged weapon, you may spend 2 Void Points to cast Thunderwave using your reaction, to attempt to deflect the shot. If the target shooting you is within range of your Thunderwave, subtract the damage you roll for the spell from the attacker's roll; otherwise subtract it from the attacker's damage. If you roll the same number on both d8s, this does not consume a spell slot.
Empowered Blast: You can spend up to 4 Void Points to upcast your Thunderwave at higher levels. It still consumes one of your 1st level spell slots. Your Void Point Maximum is reduced by the number of points you spent for 1 minute
- Doppleganger
1st Level Illusion, Casting time: 1 Bonus Action, Duration: 30 seconds
You create an illusory duplicate of yourself in an unoccupied space within 30ft of you. The duplicate seems completely real, including sounds, smells and temperature appropriate to you. It can also manipulate objects (open doors, etc) though it can't attack. The duplicate has an action, and move action, and will immediately attempt to distract hostile creatures by whatever methods you or the DM deem appropriate. Creatures that can see it must make an Intelligence check against your spell DC or be fooled by the illusion. Once the duplicate is affected by an attack or spell or the spell expires, it vanishes in a puff of smoke.
Deadly Shade: At the time of casting, you can spend 2 Void Points to allow your duplicate to make melee attacks. It will have the same weapon and bonuses you do, and will also benefit from Sneak Attack (as well as count as an ally in range for Sneak Attack), if applicable. If your duplicate rolls a natural 20 or reduces a creature to 0 hitpoints, this does not consume a spell slot. Your Void Point Maximum is decreased by 2 for the duration of the spell, even if the duplicate is killed early.
Twin Shades: At the time of casting, you can spend 2 Void Points to summon two duplicates instead of one. Your Void Point Maximum is decreased by 2 for the duration, even if the duplicates are killed early.
- Haste
Static Preservation: At the time of casting, you can spend 3 Void points to remove the Concentration requirement of the spell. Your Void Point Maximum is reduced by 3 until you finish a short rest.
Void Endurance: You can spend 1 Void Point at the time of casting to avoid the lethargy effect once Haste wears off. Your Void Point Maximum is reduced by one for the full duration of the spell.
- Telekinesis
Second Chance: At the time of casting you can spend 2 Void to give yourself advantage on maintaining concentration for the spell. Your Void Point Maximum is reduced by 2 for the full duration of the spell.
Resistance is Futile: When you make a contested check against a creature with telekinesis, you can spend 1 Void Point to impose disadvantage on their roll. Your Void Point Maximum is reduced by 1 each time you use this, for the full duration of the spell.
- Domino
5th Level Enchantment, Range 60ft, Casting time: 1 Action, Duration: 10 minutes
You magically link two creatures together. The creatures must be within 30ft of each other and if they move apart more than 30ft, the link is broken and the spell wasted. Once linked, any damage, healing or condition inflicted on one creature is also inflicted on the other, and if one creature dies, the other dies as well. A creature may attempt a Constitution Saving Throw against your spell DC to resist an effect passed by the link, provided they weren't the original target, and if they succeed, the link is broken. If the challenge rating discrepancy between linked creatures is five levels or more, the superior creature has advantage on the saving throw, while the inferior creature has disadvantage. Creatures more than ten levels of challenge rating apart can't be linked, and the spell automatically fails.
Multi-link: As a bonus action you can add 2 more creatures to the chain, spending 2 Void Points on each creature. The same rules for linking apply. Your Void Point Maximum is reduced by the same number you spend. Recovery depends on what gets transmitted:
- Nothing (link broken or spell expires): Void points recover at the start of your next turn.
- Any healing: Void points recover after 1 minute
- Any damage or averse condition: Void points recover after completion of short rest
- Death: Void points recover after completion of long rest
Preserve Link: You can spend 1 or more Void Points to preserve/extend a link past the success of a save. The creature still resists the passed effect if it saves, but the link remains. Your Void Point Maximum is reduced by the number you spend until you complete a short rest. You can preserve multiple links but you cannot apply multiple points to one link.
Back to Main Page → 5e Homebrew → Character Options → Subclasses