jiriku
2018-11-14, 08:55 AM
VOID DISCIPLE
Summary
The void disciple is skilled with manipulating elemental void, and can perceive the unseen, manipulate the ki of individual for their benefit or detriment, rearrange time and space, or even tamper with fate itself. The void disciple is the perfect origin for strategic players who like to study their opponents and use that knowledge to construct the perfect plan. Because the void disciple's offensive powers are limited, it's a better fit for players who prefer to take on a supporting role in combat.
When you select this origin, you gain proficiency with all simple weapons. Remove Deception and Intimidate from your list of class skills and add History, Nature, and Perception. You gain proficiency with Intelligence and Wisdom saving throws instead of Charisma and Constitution saving throws.
All cleric and wizard spells from the schools of divination, enchantment, and necromancy are sorcerer spells for you. You cannot cast any spells that deal damage unless that damage is [necrotic] or [psychic] damage.
Your understanding of magic is intuitive, rather than based on your force of personality: use Wisdom rather than Charisma as your spellcasting attribute.
Boundless Sight
You gain darkvision with a range of 60 feet. Living creatures within range appear as radiant beings to you, while undead and aberrations appear as horrid creatures of darkness. Your observation of the inner nature of those around you grants advantage on Insight checks.
Your perception grants you a preternatural ability to avoid attacks. When you are unarmored and not wielding a shield, your AC equals 13 + your Dexterity modifier. Invisible or hidden creatures do not gain advantage when attacking you.
Void Use
Once you acquire sorcery points, you can spend a sorcery point whenever you make an attack roll, an ability check, or a saving throw to add 1d6 to the check result. You can spend the sorcery point after the roll is made but before any of its results are applied. You can use this ability only once per roll.
Additionally, whenever you would learn a new metamagic option, you may instead learn a void mystery.
Mystery of Void
At 3rd level, you learn the Subtle metamagic option. It is automatically applied to all your sorcerer spells at no cost.
Whenever you could learn a new metamagic option, you may instead learn one of the void mysteries described below.
Kharmic Intent
As a reaction when an ally makes an attack roll, ability check, or saving throw, spend a sorcery point to add 1d6 to the check result. You can spend the sorcery point after the roll is made but before any of its results are applied. You can use this ability only once per roll.
Moment of Clarity
As part of the action required to make an ability check using a skill or tool kit, spend 2 sorcery points. You gain proficiency and expertise with the skill or tool kit for 10 minutes (or for one check, if making the check requires more than 10 minutes), adding double your proficiency bonus to the check.
Spiritual Presence
As a reaction, spend 1 sorcery point to allow an ally to recover 1 ki point, 1 combat superiority die, 1 use of rage, or 1 use of bardic inspiration, or spend a number of sorcery points to create a spell slot for an allied spellcaster (you can't create a spell slot of a higher level than the spellcaster normally has access to).
Void Suppression
As a reaction when an opponent makes an attack roll, ability check, or saving throw, spend a sorcery point to subtract 1d6 from the check result. You can spend the sorcery point after the roll is made but before any of its results are applied. You can use this ability only once per roll.
Sense Void
You gain clairvoyance as one of your spells known (choose a different spell if you already know clairvoyance).
Twice per day as an action, you can cast an improved version of clairvoyance without expending a spell slot. When cast in this way, the spell's range is determined by an Intelligence (Arcana) check against the following table.
Check Result
Range
Less than 10
Line of sight
10
1 mile
15
10 miles
20
100 miles
25 or more
1,000 miles
As an action during the spell's duration, you can reposition the spell's sensor anywhere else within range. Rather than choosing between sight or hearing, you perceive through the sensor with all your senses (including olfactory, tactile, and thermal senses) as if you occupied the sensor’s space. However, your body enters a coma-like state and is unconscious and helpless until you stop concentrating.
After you have used this ability twice, you cannot do so again until you complete a long rest.
Improved Sense Void
At 14th level, your ability to use Sense Void improves. You may take a -5 penalty on your Intelligence (Arcana) check to gain the ability to use detect magic through your sensor, at will and without concentration. You may take a -10 penalty to be able to use both detect magic and discern lies.
You now regain your uses of Sense Void whenever you complete a short or long rest.
Superior Sense Void
At 18th level, your ability to use Sense Void further improves. You may take a -15 penalty on your Intelligence (Arcana) check to be able to use detect magic, discern lies, and detect thoughts.
Summary
The void disciple is skilled with manipulating elemental void, and can perceive the unseen, manipulate the ki of individual for their benefit or detriment, rearrange time and space, or even tamper with fate itself. The void disciple is the perfect origin for strategic players who like to study their opponents and use that knowledge to construct the perfect plan. Because the void disciple's offensive powers are limited, it's a better fit for players who prefer to take on a supporting role in combat.
When you select this origin, you gain proficiency with all simple weapons. Remove Deception and Intimidate from your list of class skills and add History, Nature, and Perception. You gain proficiency with Intelligence and Wisdom saving throws instead of Charisma and Constitution saving throws.
All cleric and wizard spells from the schools of divination, enchantment, and necromancy are sorcerer spells for you. You cannot cast any spells that deal damage unless that damage is [necrotic] or [psychic] damage.
Your understanding of magic is intuitive, rather than based on your force of personality: use Wisdom rather than Charisma as your spellcasting attribute.
Boundless Sight
You gain darkvision with a range of 60 feet. Living creatures within range appear as radiant beings to you, while undead and aberrations appear as horrid creatures of darkness. Your observation of the inner nature of those around you grants advantage on Insight checks.
Your perception grants you a preternatural ability to avoid attacks. When you are unarmored and not wielding a shield, your AC equals 13 + your Dexterity modifier. Invisible or hidden creatures do not gain advantage when attacking you.
Void Use
Once you acquire sorcery points, you can spend a sorcery point whenever you make an attack roll, an ability check, or a saving throw to add 1d6 to the check result. You can spend the sorcery point after the roll is made but before any of its results are applied. You can use this ability only once per roll.
Additionally, whenever you would learn a new metamagic option, you may instead learn a void mystery.
Mystery of Void
At 3rd level, you learn the Subtle metamagic option. It is automatically applied to all your sorcerer spells at no cost.
Whenever you could learn a new metamagic option, you may instead learn one of the void mysteries described below.
Kharmic Intent
As a reaction when an ally makes an attack roll, ability check, or saving throw, spend a sorcery point to add 1d6 to the check result. You can spend the sorcery point after the roll is made but before any of its results are applied. You can use this ability only once per roll.
Moment of Clarity
As part of the action required to make an ability check using a skill or tool kit, spend 2 sorcery points. You gain proficiency and expertise with the skill or tool kit for 10 minutes (or for one check, if making the check requires more than 10 minutes), adding double your proficiency bonus to the check.
Spiritual Presence
As a reaction, spend 1 sorcery point to allow an ally to recover 1 ki point, 1 combat superiority die, 1 use of rage, or 1 use of bardic inspiration, or spend a number of sorcery points to create a spell slot for an allied spellcaster (you can't create a spell slot of a higher level than the spellcaster normally has access to).
Void Suppression
As a reaction when an opponent makes an attack roll, ability check, or saving throw, spend a sorcery point to subtract 1d6 from the check result. You can spend the sorcery point after the roll is made but before any of its results are applied. You can use this ability only once per roll.
Sense Void
You gain clairvoyance as one of your spells known (choose a different spell if you already know clairvoyance).
Twice per day as an action, you can cast an improved version of clairvoyance without expending a spell slot. When cast in this way, the spell's range is determined by an Intelligence (Arcana) check against the following table.
Check Result
Range
Less than 10
Line of sight
10
1 mile
15
10 miles
20
100 miles
25 or more
1,000 miles
As an action during the spell's duration, you can reposition the spell's sensor anywhere else within range. Rather than choosing between sight or hearing, you perceive through the sensor with all your senses (including olfactory, tactile, and thermal senses) as if you occupied the sensor’s space. However, your body enters a coma-like state and is unconscious and helpless until you stop concentrating.
After you have used this ability twice, you cannot do so again until you complete a long rest.
Improved Sense Void
At 14th level, your ability to use Sense Void improves. You may take a -5 penalty on your Intelligence (Arcana) check to gain the ability to use detect magic through your sensor, at will and without concentration. You may take a -10 penalty to be able to use both detect magic and discern lies.
You now regain your uses of Sense Void whenever you complete a short or long rest.
Superior Sense Void
At 18th level, your ability to use Sense Void further improves. You may take a -15 penalty on your Intelligence (Arcana) check to be able to use detect magic, discern lies, and detect thoughts.