SUBCLASS: VOID DOMAIN CLERIC
You did not choose to be a prophet of the infinite - it chose you. Through delving too deep into ancient texts, an encounter with an unnamable creature, or other mysterious means, you’ve formed a connection with an unknowable, godlike power. Deities from beyond space are unlike any others. Their goals may be indiscernible. Their followers are often deemed insane. They wait in the sky, watching, as they orchestrate eons of events in service of their grand design.
Clerics of the void know the dark truths of the universe. They either seek to expose them - or keep them hidden away forever. Some are benevolent souls who walk in the dark parts of the world to keep others safe. More sinister clerics seek to harness the power of the void for themselves.
Void Domain Spells
Cleric Level Spells
1st Arms of Hadar, Command
3rd Mind Spike, Silence
5th Clairvoyance, Intellect Fortress
7th Evard’s Black Tentacles, Summon Aberration
9th Dominate Person, Contact Other Plane
Forbidden Knowledge
When you choose this domain at 1st level, you gain the Mind Sliver cantrip if you don't already know it. This cantrip doesn’t count against the number of cleric cantrips you know. You also learn the language Deep Speech.
Greater Telepathy
At 1st level, your connection to the void grants you psychic abilities. You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
You can form a psychic link with one creature within 30 feet, gaining limited insight into their thoughts. As a bonus action, you can force the creature to make an Intelligence saving throw. On a failed save, the link forms. While the psychic link is active, the creature has disadvantage on attack rolls against you. This ability requires concentration (up to 10 minutes). As an action, you can choose to end the link, dealing 2d8 psychic damage to the creature.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: The Truth Revealed
Starting at 2nd level, you can use your Channel Divinity to reveal the dark truth of the void to your enemies, overwhelming them with madness.
As an action, you present your holy symbol, and all creatures within 30 feet of you that you choose must succeed on a Wisdom saving throw or take 2d6 psychic damage. Additionally, you roll 1d4 for each creature that failed their save to determine what additional effect they suffer.
1 - The creature is frightened of you until the end of its next turn.
2 - The creature must use its reaction to move to and make a melee attack against the nearest allied creature, if there is one. If it has no more allies, nothing happens.
3 - The creature is blinded until the end of its next turn.
4 - The creature falls prone and cannot stand up until the end of its next turn.
Thin Is the Veil
At 6th level, you gain the ability to create holes in space time. When you or an ally within 30 feet of you is targeted by a ranged spell or weapon attack, you can use your reaction to impose disadvantage on the roll. If the attack misses, it enters a portal you create and exits through a second one next to you, redirecting the attack and dealing its damage to the attacker.
It Feeds
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
The All-Consuming Abyss
At 17th level, you can command the full power of the endless stars. You can cast the spell Maddening Darkness once without expending a spell slot. Once you cast the spell in this way, you can’t do so again until you finish a long rest.
Art by Thomas du Crest
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