The Inescapable Void (5e Subclass)
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The Inescapable Void
This is a Warlock Patron
In the beginning there was Nothing. From the nothing two things were created, the Chaos and the Void. From the Chaos the Everything was defined as the shapes of the multiverse were forged in the Creation.
All the while, the Void waits.
The Creation continued as was its nature and Order was pulled from Chaos and the predecessors of the known Laws defined the paths of Creation. As Chaos was picked and pulled upon, it waned as is essence was used and twisted to give Substance and Meaning to Meaning, even Chaos had not escaped their touch.
All the while, the Void waits.
The Void is the Emptiness That Swallows, it seeks only to unite with All That Is to become Nothing once again. The Void is a power, a force that pulls at all things. This pull is felt by those that feel the great truth of Nothing. Those that heed its call are given the tools to hasten the return to Nothing. Whether it be for selfish or more philosophical reasons the Void cares not, the mere use of its gifts only furthers its goals. You are one such individual, having made a pact with the Void itself, you are one who heeds the call.
|1st||Inflict Wounds, Sleep|
|3rd||Nondetection, Phantom Steed|
|4th||Evard’s Black Tentacles, Mordenkainen's Private Sanctum|
|5th||Dispel Evil and Good, Mislead|
- Entropy Well
Starting at 1st level, you add Stealth to the list of skill proficiencies you can choose from. You have learned the path of entropy and its effects on the world both to reduce another's efforts null and rip the energy from the planes themselves. You gain access to an additional source of power called an Entropy Pool with which you can prevent damaging effects. The amount of damage your pool can hold before it is full is equal to 5 x Warlock level. If you use your pool to prevent all damage from an effect, the effect is absorbed completely and no further effects occur.
You may use your reaction to direct any damage received into your entropy well. Damage that exceeds the total limit of your pool is applied to you. If the damage being prevented is from an area of effect, the damage you redirect is subtracted from that effects total damage instead. The damage stored in your entropy pool is reduced to 0 after you finish a long rest.
- Hollow Presence
Starting at 6th level, your patron bestows upon you the ability to emanate the emptiness of the void. When a creature tries to recall firsthand knowledge of you it must succeed on an Intelligence saving throw against your warlock spell save DC. On a failure the creature forgets specific details about you or in particularly vivid memories, they recall false information about you. On a successful saving throw, the creature is immune to the effects of this feature for the next 24 hours and is able to recall information normally during this time. You can choose to suspend and resume this effect as a bonus action. By touching a creature you can choose to allow it to recall information of your choice unimpeded by this feature. This is a mind affecting ability.
While your entropy pool is full, you may deal an additional 1d8 of Cold or Necrotic damage once per turn when you inflict damage to another creature with a spell or attack. When you reach 14th level, the extra damage increases to 2d8.
- Empty Soul
At 10th level the emptiness within you overwhelms even that of outside influences and you become closer to the darkness that awaits all. You gain resistance to necrotic and cold damage. You have advantage on saving throws made against mind affecting spells and abilities. You are invisible to creatures that try to use darkvision to perceive you.
- Knowledge of the Void
Starting at 14th level, you can bestow a creature with the knowledge of how infinitely meaningless they are when compared to the emptiness that awaits all. The touched creature must succeed on a Charisma saving throw against your warlock spell save DC, on a failure the character is filled with a wave of apathy as the very will to exist leaves them. The creature immediately falls prone and becomes incapacitated until a Remove Curse spell is used on the creature or this ability is used on another target. If the creature takes damage while the effect is active, it may make another Charisma saving throw. This ability doesn't work on creatures with an intelligence of 4 or lower. A creature that succeeds against the saving throw of this ability is immune to it for the next 24 hours.