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Void Hunter


Hit Points

Hit Dice: d4 per Void Hunter level
Hit Points at first Level: 6 + Constitution Modifier
Hit Points at Higher Levels: 1d4 (or 3) + your Constitution modifier per level after 1st

Proficiences

Armor: Light and Medium
Weapons: Simple Weapons, Hand Crossbow, Short Swords
Tools: Thieves Tools or Poisoner's Tools
Saving Throws: Dexterity, Wisdom
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth⁠

Overview & Creation

When a living soul bearing creature dies it's soul is drawn from its body and into the void. The void warps and changes the soul in preparation for the next world and if a soul is strong enough the soul can choose to manifest itself in a world of its choosing. Often with little knowledge of the soul's former life the soul will wonder a world and subconsciously hunt targets marked by the void, using its newfound abilites to faze between the physical world and the void to sneak, hunt and slay targets.


Class Features

The Void Hunter can gain an ability score increase or feat at level 4,6,8,12,14,16,19   Void Siphon: As 1st level, at the beginning of a Void Hunter's turn he can expend 1 Void Point to gain an amount of Temporary HP equal to the Void Hunter's level. If Improved Power is used on Void Siphon the Void Hunter gains an additional temporary hp equal to their Constitution Modifier x 2. (This power does not count towards the power total)   Fighting Style: 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.   Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.   Expertise: At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ or poisoner's tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen proficiencies.   Fate of the Void: At third level a Void Hunter is given a fate by the void which will change, add and augment void powers to fit a path. A Void Hunter picks The Void Knife Path or the The Void Shadow Path.   Extra Attack: Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.   Evasion: At 7th level, your instinctive agility lets you dodge out of the way of certain area Effects, such as a blue dragon’s lightning breath or a Fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.     Void Hardened Soul: Beginning at 14th level, your mastery of the void grants you proficiency in all Saving Throws.   Void Master: Beginning at 20th level you have mastered the flow of the void. Once per short or long rest when the Void Hunter is at 0 Void Points you can channel void energies to regain 20 Void Points.If 20 excceds the Void Hunter's Void Point total is goes to whatever the total Void Points would be.
 


Starting Equipment

You start with the following Equipment, in addition to the equipment granted by your background:   2 Short swords or 1 Short sword and 1 Hand Crossbow with 20 Bolts   A burglar’s pack, A dungeoneer’s pack, or An explorer’s pack   Leather Armor, two daggers, and Thieves’ Tools or Poisoner's Tools


Spellcasting

Void Points (VP) : Void Points are the representation of a character's ability to drawn power and manipulate the void to their advantage. 1 Power can be swapped for another when a character gains a level expect for permanent powers.   Void Points recharge every short rest.   Charisma is your Spellcasting Ability for your Void Powers, since the power of your abilities relies on your ability to manipulate the void. You use your Wisdom whenever ability refers to your spellcastin⁠g ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Void Ability 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   The total number of void points a character can use is: Void Hunter Level x 2 + Wisdom Modifier   Void Powers: A Void Hunter starts out with Level 1 : 2 Powers Level 2 : 3 Powers Level 10 : 4 Powers Level 15 : 5 Powers Level 20 : 6 Powers   Vampire Strike (Cost 1 VP): When the Void Hunter kills a target as a free action can expend 1 VP to gain temporary HP equal to Void Hunter level x 2.   Void Counter (Cost 2 to 11 VP): As an action the Void Hunter can channel energies from the void to use Counterspell. A level 1 spell cost 2 VP to counter and for every spell level is costs +1 VP. This power can only be used an number of time equal to the Void Hunter's Wisdom modifier per long rest.   Void Dart (Cost 2 VP): As an action the Void Hunter makes a ranged attack with a range of 35 feet. Upon a successful hit the target takes 1d12+Wisdom Mod force damage.   Dream Dart (Costs 4 VP) : As an action the Void Hunter makes a ranged attack with a range of 35 feet. Upon a successful hit the Roll 4d8+Wisdom Mod; the total is how many hit points of a creature this spell can affect, if the total number matches of exceeds the total hit points of the target the becomes unconscious and falls prone. This sleep is magical and a creature must take an action to wake up the target.   Void Dash (Costs 2 VP): As a bonus action a Void Hunter can faze into the void and move 15 feet in a straight line passing through any terrain before emerging from the void.   Possession (Costs 15 VP): As an action choose a target within 30 feet, this target must make a wisdom saving throw. If the target fails the saving throw the target becomes possessed by the Void Hunter for a number of rounds equal to their Wisdom Modifier. In addition the Void Hunter's body disappears when the target is possessed. When possessed the Void Hunter gains full control of the target until the possessed takes damage, dies, or if the Void Hunter chooses to dispossess the target. If the Void Hunter dispossess the character's body reappears behind the possessed target.   Darkvision (Cost 1 VP): As a bonus action a Void Hunter can gives himself a Darkvision of 60 feet for 1 hour. If the character already has a darkvision trait add the 60 feet untop on previous darkvision range.   Void Storm (Costs 6 VP): As an action a Void Hunter sends out a 15x10 feet blast of winds from the void. All tagets within the area of effect must make a Strength of Dexterity Saving throw (The target's choice) against the Void Hunter's Spell Save DC. Upon a failed Save the target takes 4d6+Wisdom Mod Force Damage and is flung back 10 feet and knocked prone. On a successful save the targets take half damage and is not moved. Target's wearing heavy armor or have a size of Large or Larger have advantage on the saving throw.   Void Shadow ( Cost 4 VP): As an action a Void Hunter can summon a void shadow within 15 feet of the Void Hunter. This shadow shares all stats of the Void Hunter but only has 1 Hit Point and shares the same imitative in a combat encounter. A Void Hunter can summon a total number of shadows equal to the Void Hunter's Wisdom Modifier.   Time Bend (Cost 20 VP): As a reaction a Void Hunter can freeze time and take another turn. This power can only be used once every long rest.   Void Weapons *Permanent (Cost 3 VP): Drawing in raw power from the void a Void Hunter can sacrifice 3 from his total Void Points to create weapons made of void energies. The Void Hunter creates 1 hand crossbow with unlimited ammo and 1 short sword. These weapons count as magical for the purpose of over coming resistances and do force damage and cannot be taken away from the Void Hunter, if disarmed the weapons will reappear next round if the Void Hunter wishes it.   Improved Power *Permanent* (Cost 5 VP): Drawing in raw power from the void a Void Hunter can sacrifice 3 from his total Void Points to permanent double a powers damage dice and range. If Void Shadow is the chosen power the shadow can survive one attack regardless of its damage taken. This power can be used on other permanent powers and can only be taken once.   Void Vitality *Permanent* (Cost 10 VP): Drawing in raw power from the void a Void Hunter can sacrifice 4 from his total Void Points to permanently increase his total hit points by +1 Each time they increase in level.   Void Agility *Permanent* (Cost 6 VP): Drawing in raw power from the void a Void Hunter can sacrifice 6 from his total Void Points to permanently increase his movement and jump speed by 15 feet and can take the dash action as a bonus action.


Subclass Options

  1. Path of the Void Knife: Bonus Proficiency: When you choose this archetype at 3rd level, you gain proficiency with the Disguise Kit.   Assassinate: Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on Attack rolls against any creature that hasn’t taken a turn in the Combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.   Void Sniper (Augment): At 3rd level,the range of Void Dart and Dream Dart is increased by 30 feet and do an additional amount of damage equal to the Void Hunter's level.   Dashing Strike (Augment): At 6th level, when using Void Dash the Void Hunter can make a free single attack at any target within melee range after dashing.   Lethal Sight (Augment): At 9th level, when using Darkvision as a bonus action you can analyze a single target and can learn if the target's total hit points are, the character's emotions and can learn if a single stat is higher or lower than the Void Hunter's.   Void Cannon (Augment): At 16th level, when using the Void Storm the Void Hunter can choose to do a more concentrated blast. The Void Hunter can shoot out a 5x25 foot blast that does 4d8+Wisdom Mod force damage with the same effects of Void Storm.   Improved Void Weapon (Augment): At 20th level, when using void weapons they become +1 magical weapons, if the Void Hunter has used Improved Power on Void Weapons they instead become +3 weapons. Void Shadow Path
 
  1. Path of the Void Shadow   Bonus Proficiency: When you choose this archetype at 3rd level, you gain proficiency with the Persuasion or Deception Skill.   Ear for Deceit When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on The D20 as an 8.   Eye for Detail Starting at 3rd level, you can use a Bonus Action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.   Trickster Shadow (Augment): At 3rd level when a Void Hunter uses Void Shadow the Void Hunter can make the shadow appear as any humanoid the Void Hunter has met or seen.   Charm Dart (Augment): At 6th level, when using Dream Dart instead of making the target become unconscious and prone you can instead choose the target to be charmed a number of rounds equal to your Wisdom modifier.   Serpent's Sight (Augment): At 9th level, when using Darkvision as a bonus action you can analyze a single target and can read the targets' minds , the targets' emotions and can learn if a three stats is higher or lower than the Void Hunter's.   Remote Possession( Augment): At 16th level, when using Possession you can instead possess a target at double the range and issue orders to the target as a bonus action. Your body no doesn't disappear and depending on the orders given the target may misunderstand them.   Total Domination: At 20th level, a void hunter can choose a single humanoid target this target must make a Wisdom saving throw versus the Void Hunter's spell save DC with disadvantage.This effect only ends when the target dies or the Void Hunter dies. This power can be used on non humanoids but the target must make a wisdom saving throw against the Void Hunter's spell save DC with advantage. This power can only be used once every 24 hours.


Created by

Tobytrooper.

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