Priest - Vocation of the Void
Hit Points
Hit Dice: d6 per Priest - Vocation of the Void level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
The Void and Old Ones call to all beings. Some feel they are simply whispers of their own mind, but a Void Priest knows that is a lie. Void Priests come from three definitive forms: those that worship the Old Ones, and gain their favor; those that are raw puppets of them; and those that study the Void to discover how to resist and destroy its denizens. These divine scholars can seem like quite peculiar and potentially unstable individuals. As they study the Void, the whispers in the back of their minds grow louder. While this may seem dangerous, their ability to control and ignore these whispers is far strong than others, unless they listen to and obey said whispers. Void Priests are hard-headed, and their powers of corruption make natural forces and people in general be unnerved by, or even afraid of, their presence.
Class Features
Vocation Features
Eldritch Corruption
At 1
st level, you have proficiency in Constitution saving throws, and grow scales across your skin, increases your AC to 13 + your Intelligence modifier. You also gain claws that deal 1d4 + your Strength modifier as slashing damage. Finally, you gain a permanent flaw from the madness table.
Channel Divinity: Extraplanar Coercion
Starting at 2
nd level, you can use your Channel Divinity to force beings from beyond under your control.
As an action, you present your holy symbol and speak words of binding. Choose an creature within 30 feet of you that has a challenge rating no higher than your Priest level. The creature cannot be a humanoid. The creature must make a Wisdom saving throw, becoming charmed by you for 1 minute on a failed save. Creatures that are immune to the charmed condition instead have advantage on the saving throw. A creature that is an Aberration has disadvantage on the saving throw, and cannot gain advantage against this ability. While charmed in this manner, the creature regards you as an ally, will take your words as if from a trusted source, and will rationalize any harm it takes from yourself or your allies in the best way possible.
Power Word: Corrupt
Speaking this Word as an action, you choose a creature within 60 feet of you that you can see. That creature gains the following conditions for 2 rounds: Blinded, Charmed, Deafened, or Frightened. A creature may make a Constitution saving throw at the end of their turns to shake off the effect early.
At Higher Levels: When you use this Word with a spell slot of 1st level or higher, the duration increases by 1 round for each slot level above 1st. If you use a spell slot of 4th level or higher, you may choose to inflict the Poisoned or Restrained condition. If you use a spell slot of 6th level or higher, you may inflict up to two conditions, and may choose to make the target Paralyzed, Petrified, or Stunned. If a spell slot of 9th level is use, the condition inflicted is considered permanent until the effect is removed by a Greater Restoration spell or similar magic, or until you dismiss the effect.
Eldritch Knowledge
At 3
rd level, you gain knowledge from the Void, at a cost. As an action on your turn, you may cast
Eldritch Blast. You may also use your reaction to gain advantage on an Intelligence ability check or saving throw. After using either part of this ability, you make a Wisdom saving throw (the DC is 5 + the number of times this ability was used that day). On a failed save, you gain a short-term madness for a number of hours equal to the amount of times this ability was used that day.
Faceless
At 6
th level, you add
Disguise Self and
Alter Self to your spellbook. You may cast each of those spells once without using a spell slot per long rest. These spells are always prepared for you, and do not count towards the number of spells you may have prepared.
Essence Drain
At 10
th level, when you attack a creature with your claws or casts a spell that targets only one creature, you can drain the mind or body of your target. The creature must make a Wisdom (mind) or Constitution (body) saving throw, in addition to the normal saving throw if the original spell requires one. On a failed save, the creature has disadvantage on Wisdom or Constitution saving throws, and you gain advantage on attack rolls against them for the duration. This ability can be used a number of times equal to your Intelligence modifier, regaining any expended uses after a long rest.
Void Tendrils
At 14
th level, you may use your bonus action to form dark tendrils of energy across your arms. For the next minute, the tendrils act as whips that you are proficient with.You may make grapple checks with these whips, using your Intelligence modifier instead of Strength, and you a proficient in you grapple check when making one using these whips. You may grapple up to two creatures at a time. This ability can be used twice, regaining any expended uses on a short rest.
Channel Eldritch Horror
At 18
th level, you may use your action to channel an eldritch horror for up to one minute. Enemies that can see you must make a Wisdom saving throw, becoming charmed or frightened by you (your choice). While channeling this horror, you have advantage on attack rolls, ability checks, and saving throws, and creatures have disadvantage on saving throws against your spells. You may use this ability once, and must finish a long rest before using it again.
Spell Level | Vocation Spells |
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Cantrips | Message, Vicious Mockery |
1st | Charm Person, Dissonant Whispers |
2nd | Crown of Madness, Suggestion |
3rd | Bestow Curse, Fear |
4th | Charm Monster, Confusion |
5th | Contagion, Dominate Person |
6th | Mass Suggestion |
7th | Power Word: Pain |
8th | Dominate Monster |
9th | Psychic Scream |