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Illithids
2017-01-26, 09:52 AM
*notice* this homebrew is currently under construction but i loved this class i made so i posted it here, this is my first forum that I've made so if I've made a mistake somehow let me know.

VOID MAGE



level
prof. bonus
features
1st
2nd
3rd
4th
5th


1st
+2
Cantrips, Void shift
-
-
-
-
-


2nd
+2
Void swarm (1)
2
-
-
-
-


3rd
+2
Call of the void
3
-
-
-
-


4th
+2
ability score increase
3
-
-
-
-


5th
+3
void swarm (3)
4
2
-
-
-


6th
+3
Nether grasp
4
2
-
-
-


7th
+3
class archetype
4
3
-
-
-


8th
+3
ability score increase
4
3
-
-
-


9th
+4
-
4
3
2
-
-


10th
+4
void swarm (3)
4
3
2
-
-


11th
+4
class archetype feature
4
3
3
-
-


12th
+4
ability score increase
4
3
3
-
-


13th
+5
malefic visions
4
3
3
1
-


14th
+5
void swarm (4)
4
3
3
1
-


15th
+5
class archetype feature
4
3
3
2
-


16th
+5
ability score increase, improved nether grasp
4
3
3
2
-


17th
+6
-
4
3
3
3
1


18th
+6
-
4
3
3
3
1


19th
+6
ability score increase
4
3
3
3
2


20th
+6
void mastery
4
3
3
3
2






CLASS FEATURES

Hit Points
Hit Dice: 1d8 per void mage level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Void Mage level after 1st

Proficiencies
Armor: light armor
Weapons: simple weapons, Shortsword
Tools: none

Saving throws: Int, Con.
Skills: choose two from arcana, history, insight, athletics, acrobatics, and persuasion.

Equipment You start with the following items, plus anything provided by your background.
• (a) a Shortsword or (b) or other simple weapon
• (a) a void orb or (b) a void related effigy (Trinket)
• (a) a Scholar's Pack or (b) an Explorer's Pack
• (a) a Leather Armor
You may start with 4d4 x 10 gp to buy your own Equipment.


Preparing and Casting Spells

The Void mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of Void mage spells that are available for you to cast, choosing from the Void mage spell list. When you do so, choose a number of Void mage spells equal to your Intelligence modifier + your void mage level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level void mage, you have four 1st-level and two 2nd-level spell slots. With a Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of void spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list

Ritual Casting

You can cast a Void Mage spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spell casting Focus

You use a void orb as a spellcasting focus for your void mage spells. In order to create another void orb if lost or destroyed can be remade by creating 8 unique void effigies.

Spellcasting Ability: Intelligence.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell Attack modifier = your proficiency bonus + your Intelligence modifier
Ritual Casting

Cantrips
At first level the void mage gets 3 cantrips of their choice from the void mage spell list

Void Shift
Void Shift is void essence that gather around you and provides protection against damage. Whenever hit by a damaging spell or weapon attack you reduce it by 1d12+constitution modifier after which you cannot use it again until you finish a short or long rest. If time is of the essence a Void mage can spend one spell slot of first level or higher to immediately replenish this protection.
9th level and beyond you may create void effigies with which you can expend to recharge void shift, this costs one, but can only be done on your turn once per turn.

Void Swarm
casting time 10 minutes (ritual)
Components V, S, M (Cost of 1 void effigy per voidling)
duration instantaneous
When casting this spell you can summon up to one voidling at one time, but cannot exceed more than one voidling summoned at one time. Effigies cost 75gp of whatever material the DM determines the void hungers for this can be as simple or ridiculous as they wish, but must be possible to acquire.
you may summon up to two Voidings at level 5, you may summon up two three voidlings at level 10, you may summon up to four voidlings at level 14.

This spell does not require spell slots and does not count against spells prepared

Voidling-
Str: 14 Dex:14 Int:6 Wis: 12 Chr: 10
AC= 10+Caster’s Dexterity Modifier
HP: 10+Caster’s Level
Speed: 20ft
Actions:
Void Claws: 1d4+Caster’s Proficiency Bonus
Features:
Of The Void
The caster can communicate with the voidlings so long as they are on the same plane, Voidlings follow simple commands with precision and if they cannot follow commands, the commands are too complex, or are impossible they will do nothing and defend themselves.
Nether Reinvigoration
Voidlings heal 1d8+1 if they take a short rest or 2d8+3 over a long rest. This becomes 2d8+2 & 4d8+4 at level 14 and beyond.

Call of the Void
Call of the void - cantrip
Casting - Time 1 action
Range - 50 feet
Components - V,S
Duration - Concentration, until your next turn.
You bring forth a glimpse of the void to one creature. This silences the target as words escape them witnessing the horrors from within dealing 1d8 psychic damage. While silenced spells that require verbal components may not be cast.
This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
This cantrip does count against cantrips known

Nether Grasp
Casting time - 1 Action
Range - 10 feet
Components S, V
Duration Instantaneous
You select a creature within range. The creature must make a constitution save or be stunned until the caster's next turn. and take 3d6 psychic damage, on a successful save target takes half damage and isn't stunned. This spell can only be used once per short or long rest. At level 16 Nether Grasps damage is increased to 6d6 psychic damage, and can be used twice per short or long rest
This spell does not require spell slots and does not count against spells prepared

Malefic visions
3rd level conjuration
casting time - 1 Action
range - 60 feet
components S, V
Duration concentration up to 1 minute
You conjure void sprites to attack a target you see in range. the sprites deal 8d6 psychic damage on subsequent turns of the target, it suffers 4d8 psychic damage and must make a constitution save. Or take full damage. On successful save, the damage is halved and the sprites disappear. If the target dies while afflicted by the sprites, they will seek out the closet enemy within a 10 foot radius of the target. if more than one target is near the new target is the next lowest hp creature (Including Allies).
This spell does not count against spells prepared


Void Mastery-20th

The void mage gains immunity to psychic damage, and your strength attribute increases by 4 points which can go up to a maximum of 24. They also gain the ability to banish foes into the void itself through and eerily silent black hole.

Black Hole
Casting - 1 action
range - 10 feet
components V, S,
Duration - concentration up to 1 minute
You target a creature and it is pulled through a black hole into the Void. A dark nothingness deep terror and fear, any creature that enters the void this way is fearful regard of immunity and resistance. Every round the creature spends within the void they take 1d10 psychic damage. This damage ignores immunity and resistance. The creature must make a con save on a pass save the psychic damage is halved. if the casters concentration is ruined the spell ends early, it also can end early as a free action.
This spell does not require spell slots and does not count against spells prepared

Void Calling

Lord of the Void
(Minions)
7th Level - Molecular Edge
Voidlings attacks become extra deadly. 1d6+ double void mage’s proficiency bonus, Damage Type Slashing.
11th Level - Caustic Spittle
Voidlings gain a ranged attack 1d4+void mage’s proficiency bonus, Range 20ft, Damage Type Acid, Voidlings melee attacks now deal Nether Slashing which is meant to ignore resistances and immunities.
15th Level - Dark Transcendance
Voidlings +5 Movement Speed, +2 AC, +5 Maximum HP, They gain resistance to bludgeoning, piercing, slashing damage from non-magical weapons

Null Warrior
(Fighter)
7th Level - Void Laced
Weapon attacks become psychic damage+Extra Weapon Attack
11th Level - Void Blink
Once per short or long rest the user can teleport through the void to any location they can see within 60ft+Extra Weapon Attack
15th Level - Nether Weapon
Any weapon you wield becomes pure void energy. All weapon attacks deal the Damage type Void Psychic which is meant to overcome resistances and immunities to psychic damage. When struck by this weapon the enemy must make a constitution saving throw or the void mage regains half of the damage dealt as healing.

Far Seer Harbinger
(Anti-Mage)
7th Level - Anti-Magic Wellspring
The void mage has advantage on all saving throws against spell effects, and Resistance of spell damage.
11th Level - Null Magic Orb
When you make a successful spell attack (does not include cantrips) against an enemy mage they must make an intelligence saving throw or be unable to spend spell slots until your next turn (This specifically does not include
15th Level - Null Aura
You can cast as an action gain a 5ft Anti-Magic field that lasts for up to 10 minutes, once per day. You can exclude up to your intelligence modifier in creatures and any equipment they are holding (Minimum One)


Void mage spell list

Cantrips
Blade ward
Mage hand
Message
Thamaturgy
Resistance
Shocking Grasp

1st level spells
Absorb Elements
Armor of Agathys
Arms of Hadar
Dissonant Whispers
Ensnaring strike
Feather Fall
Mage Armor
Shield

2nd level spells
Alter self
Crown Of Madness
Darkvision
Enthrall
Hold person
Levitate
Misty Step
Spike growth
Warding Bond

3rd level spells
Blink
Counterspell
Dispel Magic
Glyph of Warding
Hunger of Hadar
Magic circle
Protection from Energy
Remove Curse
Slow

4th level spells
Banishment
Confusion
Dimension Door
Dominate Beast
Evard’s Black Tentacles
Mordenkankainen’s Faithful Hound
Mordenkankainen’s private sanctum

5th level spells
Antilife shell
Circle of Power
Dispel evil or good
Dominate Person
Hold Monster
Teleportation circle

khadgar567
2017-01-26, 09:55 AM
little bit messy but i like the idea