Void Knight (3.5e Prestige Class)

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Void Knight[edit]

Anyone who goes on a search for power turns to one source or another. Some turned inward, to their soul, some turned to the gods, some to their masters, and me? I turned to nothing.
—Desril Tuathal, Tiefling Wizard

Becoming a Void Knight[edit]

Many characters who desire power will turn to a prestige class. Wizards who wish to gain combat prowess often turn to the Eldritch Knight. This class combines the Eldritch Knight with the powers of the Void. Wizards and Sorcerers are best suited to this class, although a Fighter or other melee oriented class may choose to take enough levels to gain 3rd level spells to unlock this class as well.

Entry Requirements
Weapon Proficiency: All Martial or Exotic weapons.
Skills: Concentration 8 ranks, Knowledge (Planes) 8 ranks.
Feats: Empower Spell.

Table: The Void Knight

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +1 +1 +1 +1 Might of the Void +1 level of existing spellcasting class
2nd +2 +1 +1 +1 Void Travel +1 level of existing spellcasting class
3rd +3 +2 +2 +2 Embodiment of the Void +1 level of existing spellcasting class
4th +4 +2 +2 +2 Void Slash +1 level of existing spellcasting class
5th +5 +3 +3 +3 Armor of the Void +1 level of existing spellcasting class
6th +6/1 +3 +3 +3 Void Zone +1 level of existing spellcasting class
7th +7/2 +4 +4 +4 Power of the Void +1 level of existing spellcasting class
8th +8/3 +4 +4 +4 Void Barrier +1 level of existing spellcasting class
9th +9/4 +5 +5 +5 Aura of the Void +1 level of existing spellcasting class
10th +10/5 +6 +6 +6 Void Blast +1 level of existing spellcasting class

Class Skills (2 + Int modifier per level)
Concentration (Con), Craft (Int), Decipher Script (Int), Jump (Str), Knowledge (arcana) (Int), Knowledge (planes) (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str), and Use Magic Device (Int).

Class Features[edit]

All of the following are class features of the Void Knight.

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a Void Knight, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Might of the Void (Sp): At first level, the Void Knight gains the ability to empower himself with the Might of the Void 5 times a day. When empowered by the Void, the next time the Void Knight deals damage, he deals an additional 1d6/class level, all the damage dealt is treated as magical force damage, and immune to spell resistance. Might of the Void lasts until the Void Knight deals damage.

Void Travel (Su): At 2nd level the Void Knight gains the ability to freely travel to and from the Void, willing creatures may travel with the Void Knight. Void Travel can be used to avoid attacks of opportunity or bypass obstacles by moving through the Void. Unlike incorporeal beings, the Void Knight is not actually there. This may be done up to 1/2 class level times per day and is considered a free action.

Embodiment of the Void (Su): Starting at 3rd level, the Void Knight gains a DR of 1/- per 2 class levels.

Void Slash (Sp): Starting at 4th level, the Void Knight may use Void Slash a number of times a day equal to his Void Knight level. Void Slash is a Ranged Touch Attack that deals 1d6/class level + weapon damage to all creatures and objects in a 50 ft. line, 10 ft. wide. Using Void Slash requires a slashing weapon.

Armor of the Void (Sp): The Void Knight gains the ability to manipulate void matter and create armor at 5th level. Void Armor requires no proficiency, has no weight, Armor Check Penalty, Arcane Spell Failure Chance, or Max. Dex Bonus, and has a +5 AC. Void Armor is only semi-corporeal, and applies to incorporeal attacks. Void Armor is treated as Masterwork Steel for the purposes of enchanting. Void Shields have an AC of 3. Void Armor exists physically only due to the crafter's will. While wearing it, the crafter subconsciously keeps it in place, however, the caster can dismiss, or resummon the armor at will. Once forged it never truly dissipates, and any enchantments placed on it will remain so, as long as the crafter wills them to be.

Void Zone (Sp): Starting at 6th level, the Void Knight can create a spherical Void Zone up to 50 ft. away a number of times per day equal to half his class level. The Void Zone is 1d6*5ft., lasts 1d4+1 rounds and deals 1d6/class level damage to all creatures inside the Void Zone each round. The Void Zone attempts to suck all objects and creatures into the core each round. Any targets whose distance from the outer shell of the Void Zone is less than twice the size of the Void Zone must make a Fortitude save (DC = 2*Size of the Void Zone - Distance from the Void Zone's outer shell (creatures already inside the Void Zone are at a negative distance)) or be dragged to the Void Zone's center, when multiple creatures are dragged to the center they push each other away and occupy the closest spaces to the center possible. The Void Knight is immune to the effects of Void Zone.

Power of the Void (Su): At 7th level, the Void Knight gains the Power of the Void. Once per day, the Void Knight can absorb a portion of the Void for 1 hour. While active, the Void Knight's ability scores increase by 6, and all attacks deal an extra 1d6/3 class levels damage. When the Power of the Void leaves the Void Knight at the end of the hour, the Void Knight must make a Fortitude save (DC = 20) or fall unconscious. The Void Knight is fatigued for the rest of the day regardless of the save.

Void Barrier (Sp): Starting at 8th level, the Void Knight can create a barrier around himself once per day as a free action. This barrier is a 10 ft. radius sphere and any thing within the barrier is protected from outside influences, however, all creatures outside the barrier are protected from those within it as well. The barrier lasts until it is dismissed by the Void Knight.

Aura of the Void (Su): At 9th level, the Void can manifest itself around the Void Knight at will. The Void Knight gains Immunity to (Poison, Disease, Energy Drain, Negative Levels, Level Loss, and Fear), 5 Energy Resistance, 10 Spell Resistance, and becomes semi-incorporeal (able to interact with incorporeal objects and beings, but otherwise corporeal).

Void Blast (Sp): At 10th level, the Void Knight can harness the power of the void into a powerful attack once per day. Void Blast fires a beam of Void energy in a 100 ft. line, the beam's size is chosen by the Void Knight. All creatures hit by the blast take 1d10/class level damage, but the Void Knight must make a Will save (DC = 15 + Size of the Blast) or be dazed for one round and a Fortitude save (DC = 15 + Size of the Blast) or be fatigued. The Void Knight cannot create a blast that is larger than possible for him to make the save.

Epic Void Knight[edit]

Hit Die: d8

Skill Points at Each Additional Level: 2 + Int modifier

Spells: The epic void knight’s caster level increases by 1 per level gained above 10th. The epic void knight continues to gain new spells per day (and spells known, if applicable) at each new level, up to the maximum spells per day and spells known of the arcane spellcasting class to which the void knight belonged before adding the prestige class.

Void: The epic void knight's Void abilities continue to grow in power at the same rate as earlier levels.

Bonus Feats: The epic void knight gains a bonus feat (selected from the list of epic wizard bonus feats) every 4 levels after 10th.

Epic Wizard Bonus Feat List: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Casting, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Efficient Item Creation, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Familiar Spell, Forge Epic Ring, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Permanent Emanation, Scribe Epic Scroll, Spell Focus, Spell Knowledge, Spell Mastery, Spell Penetration Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic. In addition to the feats on this list, the wizard may select any item creation feat or metamagic feat not listed here.

Table: Epic Void Knight

Level Special
14th Bonus feat
18th Bonus feat

Campaign Information[edit]

Playing a Void Knight[edit]

Combat: In combat, Void Knights should focus on obliterating the enemy as fast as possible. They can attack in melee nearly as efficiently as any melee only class, and can equal a caster of the same level in ranged combat.

Advancement: Any Sorcerer or Wizard would benefit from levels in Void Knight, although a combat focused class may also want to spend the energy to invest in the casting classes in order to gain the benefits of Void Knight.

Resources: Void Knights are rare, and generally no more apt to help other Void Knights than they would be to help anyone else. If an organization of Void Knights does exist, they keep themselves hidden.

Void Knights in the World[edit]

You think you can defeat me? Hahahahaha, you fool! Now, feel the wrath of the Void!

Void Knights are particularly diverse. As there is no limit that the Void imposes upon its users (being inanimate) just about anyone or anything with intelligence can become a Void knight. For many becoming a Void Knight is merely a way to gain power to further their gains and for some it is a corrupting force, rendering these individuals volotile and untrustworthy.

NPC Reactions: Void Knights are not a common sight, and most wouldn't be recognized for what they are, they are treated the same as any adventurer would be.

Void Knight Lore[edit]

Characters with ranks in Knowledge (Arcana or Planes) can research Void Knights to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Arcana) or Knowledge (Planes)
DC Result
10 The Void is the plane that exists between the planes. It is mostly uninhabited, with a few exceptions.
15 Creatures who make their home in the Void are not aggressive towards Void Knights unless provoked.
20 The matter that makes up the Void is actually one of the most malleable materials in existence.
25 Due to their inherent proximity to the Void, all things are tainted, in some way, by the Void.
30 The powers of the Void were originally harnessed in order to grant a mortal the power required to combat a god.

Void Knights in the Game[edit]

Void Knights were people who sought power for one reason or another. Some may have been corrupted by that power, others will still be set on their original goals.

Adaptation: Generally, it would be rare to find a Void Knight under any conditions. Odds are, if you encounter one, they are a very powerful wizard and located in the same locations as another such wizard would be, or, if they chose to use their power militarily, they would be a very high ranking official in an army. More often than not however, a Void Knight would avoid overtly making his presence known.

Sample Encounter: The group stumbles upon a Void Knight in training who is walking in and out of the Void, and practicing the abilities he has gained, or the town's local Wizard/Void Knight is looking to hire a small group in order to retrieve something while he researches a spell.

EL whatever: 8 for a Void Knight in training, 18 for veterans.

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