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Warlock - Pact of the Voidwoken


Hit Points

Hit Dice: d8 per Warlock - Pact of the Voidwoken level
Hit Points at first Level: 8 + Constitution Modifier
Hit Points at Higher Levels: 1d8 + Constitution Modifier

Proficiences

Armor: Light Armor
Weapons: Simple Weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Overview & Creation

A new subclass for Warlocks in which there is a connection with a realm that has been wiped from history. It is a dangerous, toxic land full of mutated monsters. Your pact with the Voidwoken allows you access to space itself. You can tear rifts through the fabric of reality to create portals both in the Material realm, and the Void.


Class Features

All normal Warlock features   New Eldritch Invocations:

  • Void Elemental - Prerequisite: Conjure Elemental spell - You can cast Conjure Elemental to form a Void Elemental (Insert Statblock).
  • Rift Combat - Prerequisite: 7th Level & Pact of the Blade Feature - Increase the range of your pact weapon by 10 feet

  • Starting Equipment

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

  • (a) Light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) a dungeoneer's pack
  • (Leather armor, any simple weapon, and two daggers

  • Spellcasting

    Pact Magic   Cantrips - You know 2 cantrips of your choice from the Warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the cantrips known column of the Warlock table.   Spell Slots - The warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expanded spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd level spell slots. To cast the 1st level spell witch bolt, you must spend one of those slots and you cast it as a 3rd level spell.   Spells Known of 1st Level and Higher - The spells known column of the warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's slot level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.   Spellcasting Ability - Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spells you cast and when making an attack roll with one. Spell save DC - 8 + proficiency + Charisma Modifier Spell attack Modifier - proficiency + charisma modifier   Spellcasting Focus - You can use an arcane focus as a spellcasting focus for your warlock spells


    Subclass Options

    The Voidwoken Voidwoken Expanded Spells Spell Level - Spells 1st - Alarm, Unseen Servant 2nd - Pass Without Trace, See Invisibility 3rd - Leomund's Tiny Hut, Blink 4th - Evard's Black Tentacles, Death Ward 5th - Conjure Elemental, Cloudkill   Rift Deflection - 1st Level - Summon a portal to send an incoming attack through to strike someone else of your choice. Once per short rest as a reaction to being attacked, add +2 to your AC. If the attack misses you, it goes through the portal and uses the same attack roll on the new target (+2AC/+1 Use per short rest for levels 6, 10, 14, 20)   Rift Transportation - 6th Level - Form a rift in the air and create a shortcut through space itself. Once per short rest, as an action you can choose a creature within 60 feet of you, to transport somewhere of your choice within 60 feet of yourself. An unwilling creature must succeed a Dex saving throw or be transported. This does not provoke attacks of opportunity. (Gain an additional use for levels 10, 14, 20)   Void Adaptation - 10th Level - You have acclimated to the deadly toxicity of the Void, and have cleverly found a way to weave the Void's deadly toxicity into your attacks. You gain resistance to necrotic damage and immunity to the poisoned condition. In addition, once per long rest as an action, you can add 1d6 necrotic damage to your attacks for one minute (+1d6 for levels 14 and 20).   Call of the Void - 14th Level - The void is a deadly, dark realm where the air itself kills you from the inside. When you hit a creature with an attack, you can use this feature to instantly transport the target to the Void. At the end of your next turn, the target returns to the space it previously occupied or the nearest unoccupied space. If the target is not an Aberration, it takes 8d10 Necrotic damage and must succeed a Con saving throw or be poisoned. Once you use this feature, you can't use it again until you finish a long rest.
     



    Created by

    HomelessGoat.

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