Empty Being (5e Class)
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To choose this class, you must be either the Heartless Race, or the Nobody Race. You can multi class out of this class, but can only multi class into it if you already are, or otherwise become a Heartless or Nobody.
Empty Beings are creatures born of Darkness that typically have no soul. They cannot feel emotions, at least not fully, and are more prone to use cunning, logic, and trickery. While not necessarily evil, they don't tend to have an issue playing dirty, and while they cannot fully feel emotions, they can learn to understand them, at least enough to manipulate them.
Creating a Empty Being
As you build your Empty Being, here are questions to consider. How did you become an empty being? Did you give up your soul willingly or was it stolen from you? What was your life like before losing your soul? Why is your dark weapon what it is? Perhaps it resembles something you loved back when you still had your soul or maybe it is a subconscious desire that you never knew you had? Do you desire to get your soul back? If so why? Or if not, then why not?
- Quick Build
You can make a Empty Being quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlaten background. Third, Explorer's Pack. Weapons won't matter since you will likely be using your dark weapon as your main weapon.
As a Empty Being you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Empty Being level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Empty Being level after 1st
Armor: light armor
Saving Throws: Charisma, Dexterity
Skills: Choose two from Arcana, Acrobatics, Athletics, Deception, History, Intimidation, Investigation, Nature, Persuasion, Stealth, Sleight Of Hand
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a Light Crossbow and 20 bolts or (b) any simple weapon
- (a) a Dungeoneer's Pack or (b) an Explorer's Pack
- leather armor
- If you are using starting wealth, you have 1d4x10 gp in funds.
|Features||Cantrips Known||Ability Points||Abilities Known||Spell Level||Spell Slots|
|1st||+2||Dark Weapon Fighting Style Dark Magic||2||—||—||1||1|
|4th||+2||Ability Score Improvement||2||4||2||2||2|
|6th||+3||Dark Weapon Feature||3||6||3||3||2|
|8th||+3||Ability Score Improvement||3||8||4||4||2|
|10th||+4||Dark Weapon Feature||4||10||5||5||2|
|11th||+4||Dark Impulse 6th Level||4||11||5||5||3|
|12th||+4||Ability Score Improvement||4||12||6||5||3|
|13th||+5||Dark Impulse 7th Level||4||13||6||5||3|
|14th||+5||Dark Weapon Feature||4||14||6||5||3|
|15th||+5||Dark Impulse 8th Level||4||15||7||5||3|
|16th||+5||Ability Score Improvement||4||16||7||5||4|
|17th||+6||Dark Impulse 9th Level||4||17||7||5||4|
|19th||+6||Ability Score Improvement||4||19||8||5||4|
|20th||+6||Dark Weapon Feature||4||20||8||5||4|
Starting at 1st level, your dark power allows you to conjure a powerful weapon from the shadows. Choose 1 Dark Weapon which gives you a feature at 1st level, followed by another at 6th level, 10th level, 14th level, and then finally 20th level. As a free action, you can summon your Dark Weapon from a pocket dimension that is large enough to only hold your Dark Weapon. When summoned this way, the Dark Weapon appears in your hand(s). You can also dismiss your Dark Weapon back to this pocket dimension as a free action. If you lose your dark weapon, you can create a new one by either taking a short or long rest, or by spending 5 Ability points.
Your dark origin bestows magic on you and gives you facility with spells.
You know two cantrips of your choice from the Keyblade spell list. You learn additional Keyblade cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Heartless table.
The Empty Being table shows how many spell slots you have. The table also shows what the level of those slots is, all of your spell slots are the same level. To cast one of your Empty Being spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are a 5th level Empty Being, you have two 3rd-level spell slots. To cast the 1st-level spell Witch Bolt, you must spend one of those slots, and you cast it as a 3rd level spell.
Preparing And Casting Spells
You prepare the list of Empty Being Spells that are available for you to cast, choosing from the Keyblade spell list. When you do so, choose a number of Empty Being Spells equal to your Charisma modifier + half your Heartless level, rounded up (minimum of one spell). The Spells must be of a level for which you have Spell Slots.
For example, if you are a 4th-level Empty Being, and have 2 2nd level Spell Slots. With a Charisma of 14, your list of prepared Spells can include seven Spells of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 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 Keyblade Spells requires time spent in meditation: at least 1 minute per Spell Level for each spell on your list.
Charisma is your spellcasting ability for your Empty Being spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
You can use an arcane focus as a spellcasting focus for your Empty Being spells. You can use your Dark weapon as your arcane focus.
At 1st level, you adopt a particular style of Fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.
You gain a +2 bonus to attack rolls you make with ranged weapons.
- Blind Fighting
You have blind sight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
While you are wearing armor, you gain a +1 bonus to AC.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
- Hit And Run
When you hit a creature with a melee weapon attack, you do not provoke opportunity attacks from that creature until the start of your next turn.
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.
You gain a +1 to spell attack rolls and your Spell Saving DC.
- Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Through you dark power, you have gained powerful abilities. Unique powers that give your power form. At 2nd level, you gain two Keyblade Abilities of your choice. When you gain certain Empty Being levels, you gain additional Abilities of your choice, as shown in the Empty Being Table.
Additionally, when you gain a level in this class, you can choose one of the abilities you know and replace it with another ability that you could learn at that level.
A level prerequisite in an invocation refers to a level in a this specific class, not character level.
Additionally, you have a set Number of Ability Points equal to your Keyblade Level. Some of these abilities will expend ability points. You regain all ability points when you finish a long rest and half of your maximum Ability Points when you finish a short rest.
Click Here for a full list of abilities
At 3rd level, your dark power grants you a powerful gift. You gain 1 of the following features of your choice.
- Dance of The Daring
Prerequisites: Dark Instrument
When you use your Dark instrument Feature, you can spend 2 Ability Points to target 2 creatures with it at once.
- Dark Versatility
You gain 1 additional ability. This does not count against the abilities you can already know.
- Dark Talent
You gain 3 skills of your choice. You also gain expertise in 2 skill of your choice.
- Dark Mind
You gain 3 cantrips from any spell list. These cantrips count as heartless cantrips for you, and they needn't be from the same spell list. They don't count against your number of cantrips known.
- Rapid Claws
Prerequisites: Dark Claws
Immediately after you take the Attack action on Your Turn, you can spend 1 Ability point to make two unarmed strikes with your claws as a Bonus Action.
- Eternal Flames
Any fire damage that you inflict ignores resistance.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
At 11th level, your dark power bestows upon you a magical secret called an impulse. Choose one 6th-level spell from the Keyblade spell list as this impulse.
You can cast your impulse spell once without expending a spell slot. You must finish a long rest before you can do so again.
At higher levels, you gain more Keyblade spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Dark Impulse when you finish a long rest.
- Dark Claws
At 1st level, you grow a pair of claws that are imbued with dark energy. These claws count as your Dark weapon and inflict slashing damage equal to 1d4+your strength or dexterity modifier. The damage dice for these claws increase as you gain levels in this class as shown in the table below.
Attacking with these claws counts as making a finesse unarmed attack. When you use the Attack action with an Unarmed Strike with these claws on Your Turn, you can make one Unarmed Strike with these claws as a Bonus Action.
|Empty Being Level||Damage Dice|
|1st to 4th||1d4|
|5th to 10th||1d6|
|11th to 16th||1d8|
|17th to 19th||1d10|
Starting at 6th level, your claws allow you an extra bit of leverage for mobility. Your movement speed increase by 15 feet, and you gain a climbing speed equal to your movement speed.
- Lethal Jab
Starting at 10th level, your claws have a lethal toxins radiating off of them. Once per round, when you hit a creature with an attack with your claws, you can spend 2 AP to make the attack deal an additional 2d6 necrotic damage. Additionally, your movement speed increases by an additional 5 feet. (Total increase 20)
Starting at 14th level, you gain the Hastega Ability and it does not count against abilities known. If you already have the Hastega ability then you may take a different ability. Also, when you cast haste on yourself using the Hastega ability, you can do so as a bonus action and you do not suffer the legarthy effects when the spell ends.
Additionally, your movement speed increases by an additional 10 feet. (Total increase 30)
- Dark Conversion
Starting at 20th level, you covert your magic into physical energy to sustain yourself. As a bonus action, you can spend one of your Empty Being Spell Slots to regain 5 Ability Points. You cannot have more then your maximum through this effect. You can only do this once, and must complete a short or long rest before you can do this again.
- Dark Staff
At 1st, you gain a staff of dark energy that amplifies your dark magic. This staff counts as your Dark Weapon. When you first gain this staff, you gain one additional Heartless spell slot.
- Dark Focus
Starting at 6th level, your dark magic becomes easier to sustain. When you make an ability check or a saving throw, you can spend 3 Ability Points use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur
- Dark Replenish
Starting at 10th level, your Dark Magic becomes more sustainable. As a bonus action, you can spend 5 Ability Points to regain 1 Empty Being spell slot. You can only do this once and must complete a short or long rest before you can do this again.
- Dark Element
Starting at 14th level, you can focus your dark energy into a preferred kind of magic. You gain your choice of either the Fire Boost, Blizzard Boost, or Thunder Boost abilities, and it does not count against the abilities you know.
- Dark Power
At 20th level, you can pump absurd amounts of dark power into your magic. When you inflict damage with a spell that you cast with a Empty Being spell slot or with a Dark Impulse, you can spend 5 AP to double the damage inflicted. You can only do this once, and must complete either a short or long rest before you can do this again.
At 1st level, you attain a weapon of light, despite having an origin of darkness. You gain and are attuned to a Keyblade(s) that counts as your dark weapon and takes on one of the following forms of your choice.
Heavy Keyblade: Your Keyblade counts as a 2 handed weapon, and deals 2d6 bludgeoning damage on a hit.
Swift Keyblade: Your Keyblade counts as a one handed, finesse weapon and deals 1d8 (1d10 versatile) bludgeoning damage on a hit.
Twin Keyblades: You have 2 keyblades, each one counting as a light, finesse weapon, that deals 1d6 bludgeoning damage on a hit.
You considered proficient in wielding your Keyblade(s). As a free action, you can summon your Keyblade(s) from a pocket dimension that is large enough to only hold your keyblade(s). When summoned this way, the keyblade(s) appear in your hand(s). You can also dismiss your keyblade(s) back to this pocket dimension as a free action. If your keyblade(s) is destroyed, you can restore them by either taking a short or long rest, or by spending 5 ability points.
As a bonus action, if you keyblade(s) is not in your hand or in it's pocket dimension, you can summon your keyblade(s) back to your hand(s). While you are holding your keyblade(s), you can spend 1 Ability Point to cast knock, arcane lock, detect good and evil, and detect thoughts without material, verbal, or somatic components. You must be pointing your keyblade at the target to cast these spells this way.
- Magic Key
Starting at 6th level, the damage dealt by your Keyblade(s) is considered magical for the purpose of overcoming resistance and immunity.
At 10th level, you begin to recollect some of the memories of your life before your became an empty being. Choose one from the abilities. You gain that ability, ignoring the prerequisites, and it does not count against the abilities known.
- Quick Blitz
- Regen (The pool of hit points is equal to 5 X your level in this class)
- Swift Magic
- Alter Magic
- Magic Scope
- Safe Magic
- Long Cast
- Double Cast
- Silent Magic
Starting at 15th level, as a bonus action, you can summon a glider to fly around with. This glider has the following features.
- HP equal to half of your own.
- An AC of 18.
- A flying speed of 90.
You can dismiss this glider as a bonus action. Once this glider is dismissed, or it's HP reaches 0, you cannot summon this glider again unless you finish a long rest or spend 5 AP to do so.
- Two Become One
At 20th level, you feel as though you are whole once again. Even though your are still broken, you accept such as a part of who you are. Choose another ability from the Remembrance feature.
At first level, have a pair of Chakrams. These chakrams count as light, finesse weapons with the thrown property. (Range 60/90 feet.) They inflict piercing damage equal to 1d6+your dexterity modifier. When you throw one of these chakrams as a weapon attack, you can immediately summon it back to your hand as part of the attack. These chakrams count as your dark weapon.
Starting at 6th level, your training with your chakrams has taught you how to ricochet them off of walls, objects, and creatures. When you make a thrown weapon attack using one of your chakrams, you can spend 2 Ability points to hit an additional creature that is within range with the same attack, making a separate attack roll for each creature.
Alternatively, you can spend 4 ability points to attack 3 creatures at once, making a separate attack roll for each creature.
- Circle Of Fire
Starting at 10th level, you can protect yourself by calling forth a circle of fire around yourself. You gain the Barrier ability, and it does not count against abilities known.
When you cast the shield spell, any creature that attacks you while the spell is active takes 1d6 fire damage. You can spend additional AP to increase this damage by 1d6 for each ability point spent to a maximum of 5d6.
- Improved Ricochet
Starting at 15th level, you can hit the same creature more than once with a single attack using your ricochet feature. You make a separate attack roll for each time you hit the creature with your ricochet feature.
Starting at 20th level, you can surround your Chakrams with fire allowing you to inflict even more damage with them. Your chakram attacks inflict an additional 2d6 fire damage.
- Dark Knife
Starting at 1st level, you gain a dagger. This dagger counts as your dark weapon. Once per round, when you hit a creature with an attack from this weapon with advantage. You can add 1d6 damage to the roll. This damage increase as you gain levels in this class as shown in the table below. You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.
|Empty Being Level||Extra Damage|
- Uncanny Dodge
Starting at 6th Level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.
- Savage Nymph
Starting at 10th level, you can spend 2 ability points to inflict the extra damage from your Dark Knife feature without needing advantage.
- Absent Silhouette
Starting at 15th level, as an action, you can spend 8 Ability Points conjure a duplicate of yourself to an empty space you can see within 30 feet of you. This duplicate is friendly to you and obeys any commands you give to it. It's HP is equal to half of your own maximum HP, and it disappears after 1 minute. This duplicate disappears early if you fall unconscious, die, dismiss it as a bonus action, or conjure another one while it is still active. You can only have one duplicate active at a time.
Starting at 20th level, when you inflict extra damage using your Dark Knife feature, you can spend 5 Ability Points to inflict the maximum damage instead of rolling damage.
- Dark Gun
At 1st level, you gain a pistol that is fueled with dark energy. This pistol is light, has the loading property, has a range of 60/120, and it inflicts piercing damage equal to 1d8+your dexterity modifier on a hit. This pistol count as your dark weapon.
Since this pistol is fueled by dark energy, is does not need ammunition to fire, but must still be reloaded. This pistol can be fired a number of times equal to your charisma modifier before needing to reload it again. You must then spend 1 action to reload it.
- Trick Shot
Starting at 1st level, You learn two trick shots of your choice. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack. You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one. Grit. You gain a number of grit points equal to your Charisma modifier (minimum of 1). You regain all expended grit points after a short or long rest.
Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:
Trick shot save DC = 8 + your proficiency bonus + your Dexterity modifier
- Bullying Shot
You can use the powerful blast and thundering sound of your pistol to shake the resolve of a creature. You can expend One Grit Point while making a Charisma (Intimidation) check to gain advantage on the roll.
- Dazing Shot
When you make an attack from your pistol against a creature, you can expend One Grit Point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.
- Deadeye Shot
When you make an attack from your pistol against a creature, you can expend One Grit Point to gain advantage on the attack roll.
- Disarming Shot
When you make an attack from your pistol against a creature, you can expend One Grit Point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.
- Forceful Shot
When you make an attack from your pistol against a creature, you can expend One Grit Point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.
- Piercing Shot
When you make an attack from your Pistol against a creature, you can expend One Grit Point to attempt to fire through multiple opponents. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment.
- Violent Shot
When you make an attack from your Dark Pistol against a creature, you can expend one or more Grit Point (Maximum equal to your proficiency bonus) to enhance the volatility of the attack. For each Ability Point expended, If the attack hits, the damage roll receives a +1 bonus.
- Winging Shot
When you make an attack from your Pistol against a creature, you can expend One Grit Point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.
- Quick Draw
Starting at 6th level, you can add your proficiency bonus to your initiative.
- Crack Shot
Starting at 10th level, you gain the Archery fighting style. If you already have the archery fighting style, you can choose another fighting style that was available to this class at 1st level.
- Lighting Reload
Starting at 15th level, you can reload your pistols as a bonus action.
- Rapid Fire Rush
Starting at 20th level, your reflexes allow to a brief moment of firing at insane speed. As an action, you can spend 5 AP to fire all the ammunition in your pistol at once, making a separate attack roll for each shot.
- Dark Instrument
At 1st level, you gain a musical instrument of your choice that imbues the world around you with your dark magic. This instrument counts as your Dark Weapon. You are considered proficient in playing this instrument.
As a reaction, when a creature within 60 feet that can hear you makes an attack roll, spell attack roll, saving throw, or skill check, you can spend 1 AP to play a few notes from your instrument to empower that creature with dark energy, the creature can add an additional 1d6 added to the roll. The die increases based on your level as shown in the table below.
|Empty Being Level||Dark Instrument Die|
|1st to 4th||D6|
|5th to 9th||D8|
|10th to 14th||D10|
|15th to 20th||D12|
- Summon Empty Creature
Starting at 6th level, as an action, you can expend 5 ability points to invoke dark energy to summon a creature from either a fiend with the "Heartless" tag or an Aberration with the "Nobody" tag, whose CR is no greater than half of your Empty Being level. This creature remains summoned for 1 minute. If you use this feature again while the creature you summoned is still conjured, the original creature disappears. This creature considers you to be friendly, and obeys any commands you give to it.
For a full list of heartless and Nobodies, see the Kingdom Hearts Bestiary. https://www.dandwiki.com/wiki/Bestiary_(Kingdom_Hearts)
- Dark Secrets
At 10th level, your dark power increases even further. You can choose 1 additional Dark Boon. This boon cannot be the same as the one you have already chosen.
- Dance Shadows Dance
Starting at 15th level, when you use your Summon Empty Creature feature, you can summon numerous fiends with the "Heartless" tag or an Aberration with the "Nobody" tag, provided that the combined total CR of these creatures does not exceed half of your level.
- Grand Summon
By 20th levels, your ability to summon dark creatures reaches it's peak. When you invoke your Summon Empty Creature feature, you can spend 10 Ability Points to summon a single creature from either the Heartless or Nobody segment of this expansion, with a maximum CR of 20. You can only do this once, and must complete a long rest before you can do this again.
Prerequisites. To qualify for multiclassing into the Empty Being class, you must meet these prerequisites: You must be or otherwise become Heartless or Nobody.
Proficiencies. When you multiclass into the Empty Being class, you gain the following proficiencies: Proficiency in Persuasion or Deception. Proficiency in light armor
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