Void Domain (5e Subclass)
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There are many clerics that stand for something. These holy men and women often choose to champion the might of their god under the order of the War Domain, spread hope and peace under the Life Domain, destroy the wicked with the power of Light, bring balance through Nature, seed understanding through Knowledge, herald the wrath of the Tempest, embody the whims of Trickery or seek power through Death. These clerics, however, represent Nothing. No single god can encapsulate their purpose and few teachings do right by the virtues of Nothing. Rather, these blessed few understand the will of the Void. It is these few who understand that from Nothing came everything, and it is their right to wield the power of Nothing.
|1st||hex, unseen servant|
|3rd||invisibility, arcanist's magic aura|
|7th||black tentacles, dimension door|
|9th||modify memory, wall of force|
- Disciple of the Void
Your understanding of emptiness allows you to pass through the world as if you were never there. Starting at 1st level, you gain proficiency in the Stealth skill and may double your proficiency bonus on checks pertaining to this skill. Additionally, while wearing light armor or no armor, you may choose to use your Wisdom modifier to calculate your armor class rather than your Dexterity modifier. Finally, the verbal components of your spells are silent, though you must still perform them to enact the spell.
Channel Divinity: Void Shield
Starting at 2nd level, you can use your Channel Divinity to create a protective antimagic shield around a creature. As an action, you may present your holy symbol and select a creature within 30 feet of yourself. For one minute, or until you lose concentration (as if concentrating on a spell) or end this effect as a bonus action, the creature is resistant to all damage from spells.
- Sight of the Void
Also starting at 2nd level, you gain darkvision with a range of 60 feet if you don't have it already. (Or an additional 30 feet if you already have darkvision.)
Channel Divinity: Void Surge
Starting at 6th level, you can use your Channel Divinity to break the limits of your magical talents. As an action (Or bonus action if the casting time of your selected spell is 1 bonus action), you present your holy symbol and invoke the power of the Void, creating the effect of any spell of your choice. This allows you to cast any spell from any spellcasting class, following all rules that apply to said spell including duration, casting time and component cost. When using this Channel Divinity option, you must also expend a spell slot of equal or greater value to the spell which you are attempting to cast. When you use this Channel Divinity option, you also take 1d6 points of force damage per level of the spell you cast, and this damage bypasses resistance and immunity. For example, if you were to cast arcane gate as a 6th level spell using this feature, you would take 6d6 force damage as a result of doing so. If the damage that you take as a result of this Channel Divinity option would reduce you to 0 hit points, you maintain consciousness until you complete your spell, unless you take damage from another source.
- Portal of the void
Also at the 6th level, you can use your action to open two portals on surfaces you can see within 50 feet of each other. If a creature or an object it's not completely inside the portal, this cannot be closed. If a creature or an object pass a portal, but you don't open the second one, that creature or object it's like frozen in time and exit in the moment you open the second portal.
- Divine Strike
Starting at 8th level, you have learned to infuse your attacks with sacred power. Once on each of your turns, if you strike a creature with a weapon attack, you may choose to cause that weapon attack to deal an additional 1d8 force damage. This extra damage increases to 2d8 force damage by 14th level.
- Crown of the Void
At 17th level, you become a nexus between the multiverse and the Void. While in an area of dim light or darkness, you may use your action to become invisible and remain so until you enter an area of bright light, attack, or cast a spell. Additionally, when casting counterspell, you have advantage on the ability check made to cast the spell.