Falcon X
2016-05-17, 11:07 AM
This is an adaption of the Void Disciple (http://alcyius.com/dndtools/classes/void-disciple/index.html), originally created in the 3.5 sourcebook, "Complete Divine". I was inspired to do this when I tried to create a elemental sorcerer based on the plane of vacuum. The biggest hurdle here seems to be balancing out "Sense Void" as it can get game breaking, but the other powers seem to adapt fine.
Please comment and provide suggestions for flavor or balance:
Void Disciple
Sorcerous Origin
Of all the elemental forces that make up the universe, the most powerful and the most difficult to control is the one that lies between and joins the others: Void. Void disciples understand that everything in the world contains all the basic elements, held together by the least tangible essence. Void is like the silence between notes of music, giving rhythm and shape to the whole. To those who understand the relationship of Void to all other things, and who have the innate ability to personally perceive that relationship, distance and form become inconsequential.
The void element is found on what has been called the plane of vacuum, which is a large portion of the plane of air that meets with the plane of negative energy. It is a place of nothingness in its purest form. It’s polar opposite element is the storm. Just as the storm is everything that is chaotic and energetic about the element of air, so void is where air is peaceful and still: when it is absent.
Like many spellcasters, void disciples often play the role of wise elders or keepers of religious teachings and legends. Those who have mastered the path of void are charged with the task of listening across the world’s underlying stream of void for those who have an innate affinity for void, and supervising the training of those individuals as they mature.
Level 1:
Sense Void – The First technique you were taught is the ability to reach out with the mind and sense the world around, exploring the unseen layer of reality most people rarely experience. Your consciousness actually departs your body and extends into the world, allowing you to use your normal senses (sight, hearing, touch, taste, smell) to perceive whatever area, person, or thing you direct your attention to. You must make a perception check using charisma as a modifier, with the DC determined by distance, not familiarity. You may not cross planar boundaries. You move at the speed of thought, but will only be able to observe the world if you are staying still or travelling at your normal pace. Your body becomes unconscious during this time and you are unaware of it's condition. If it dies, your spirit will fade in 24 hours. You cannot sense your body, so if it is moved, you must find it. You may use this ability three times. A long rest will replenish these uses.
As you grow, you gain the ability to perceive deeper levels of reality. At level 6, you may add detect magic, detect good and evil, and detect thoughts to your spell list if they are not already chosen. At level 18, you may use these three spells at will.
Distance Table
Distance DC
Line of sight 10
Up to 1 mile (same village) 15
Up to 10 miles (same province) 20
Up to 100 miles (same clan’s territory) 25
Up to 1,000 miles (another clan’s territory) 30
Bonus Cantrip – You gain Void Strike as a cantrip.
Void Strike: You send a ray of energy from the plane of vacuum at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 air damage and all breathable air is removed from the location struck for one round.
This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Level 6:
Void Release
You may spend 2 sorcery points and spend an action to allow another creature to use one ability score modifier in place of any one other modifier (target’s choice) for a number of rounds equal to half your level. You must touch the other creature to produce this effect.
At level 14, you gain the ability to spend 4 sorcery points to use this ability on a target and choose which ability will replace which. If the target is unwilling, you must succeed in an opposed dexterity check to touch the other creature.
Level 14:
Altering the Course
When you make an attack roll, an ability check, or a saving throw you may roll an additional d20. You can choose to do this after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You may not use this ability again until you finish a short or long rest.
Level 18:
Freedom of Space
Space becomes inconsequential to you. You gain a magical flying speed of 60 feet. As an action, you may reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3+ your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can’t do so again until you finish a short or a long rest.
Edits:
Modified Void Sense to include: You move at the speed of thought, but will only be able to observe the world if you are staying still or travelling at your normal pace. Your body becomes unconscious during this time and you are unaware of it's condition. If it dies, your spirit will fade in 24 hours. You cannot sense your body, so if it is moved, you must find it. You may use this ability three times. A long rest will replenish these uses.
Please comment and provide suggestions for flavor or balance:
Void Disciple
Sorcerous Origin
Of all the elemental forces that make up the universe, the most powerful and the most difficult to control is the one that lies between and joins the others: Void. Void disciples understand that everything in the world contains all the basic elements, held together by the least tangible essence. Void is like the silence between notes of music, giving rhythm and shape to the whole. To those who understand the relationship of Void to all other things, and who have the innate ability to personally perceive that relationship, distance and form become inconsequential.
The void element is found on what has been called the plane of vacuum, which is a large portion of the plane of air that meets with the plane of negative energy. It is a place of nothingness in its purest form. It’s polar opposite element is the storm. Just as the storm is everything that is chaotic and energetic about the element of air, so void is where air is peaceful and still: when it is absent.
Like many spellcasters, void disciples often play the role of wise elders or keepers of religious teachings and legends. Those who have mastered the path of void are charged with the task of listening across the world’s underlying stream of void for those who have an innate affinity for void, and supervising the training of those individuals as they mature.
Level 1:
Sense Void – The First technique you were taught is the ability to reach out with the mind and sense the world around, exploring the unseen layer of reality most people rarely experience. Your consciousness actually departs your body and extends into the world, allowing you to use your normal senses (sight, hearing, touch, taste, smell) to perceive whatever area, person, or thing you direct your attention to. You must make a perception check using charisma as a modifier, with the DC determined by distance, not familiarity. You may not cross planar boundaries. You move at the speed of thought, but will only be able to observe the world if you are staying still or travelling at your normal pace. Your body becomes unconscious during this time and you are unaware of it's condition. If it dies, your spirit will fade in 24 hours. You cannot sense your body, so if it is moved, you must find it. You may use this ability three times. A long rest will replenish these uses.
As you grow, you gain the ability to perceive deeper levels of reality. At level 6, you may add detect magic, detect good and evil, and detect thoughts to your spell list if they are not already chosen. At level 18, you may use these three spells at will.
Distance Table
Distance DC
Line of sight 10
Up to 1 mile (same village) 15
Up to 10 miles (same province) 20
Up to 100 miles (same clan’s territory) 25
Up to 1,000 miles (another clan’s territory) 30
Bonus Cantrip – You gain Void Strike as a cantrip.
Void Strike: You send a ray of energy from the plane of vacuum at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 air damage and all breathable air is removed from the location struck for one round.
This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Level 6:
Void Release
You may spend 2 sorcery points and spend an action to allow another creature to use one ability score modifier in place of any one other modifier (target’s choice) for a number of rounds equal to half your level. You must touch the other creature to produce this effect.
At level 14, you gain the ability to spend 4 sorcery points to use this ability on a target and choose which ability will replace which. If the target is unwilling, you must succeed in an opposed dexterity check to touch the other creature.
Level 14:
Altering the Course
When you make an attack roll, an ability check, or a saving throw you may roll an additional d20. You can choose to do this after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You may not use this ability again until you finish a short or long rest.
Level 18:
Freedom of Space
Space becomes inconsequential to you. You gain a magical flying speed of 60 feet. As an action, you may reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3+ your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can’t do so again until you finish a short or a long rest.
Edits:
Modified Void Sense to include: You move at the speed of thought, but will only be able to observe the world if you are staying still or travelling at your normal pace. Your body becomes unconscious during this time and you are unaware of it's condition. If it dies, your spirit will fade in 24 hours. You cannot sense your body, so if it is moved, you must find it. You may use this ability three times. A long rest will replenish these uses.