Voidblade (5e Class)
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Creating a Voidblade
I Simply Don't Know What This is About
The world is a gigantic piece of dirt merged with humus and gas, isn't it? Maybe it is more than that but with those eyes, it's better for everyone to not think about it. For your sanity, you must keep yourself away from those mystic conceptions.
From the True Madness What is true and what is just an illusion created by my twisted mind? I don't know at all I just think I'm mad. I walk into different realm to seek the truth but... I now only understand how pathetic I am. Everything is nothing and my brain try to make me believe the opposite! I just sense what my mind can sense and nothing else. The reality is not what I perceive.
Sword of the Void A lone man waits in the castle for the bandits to plunder it, focused and determined. Suddenly they appear, and... nothing! The bandits were expecting some defenses. Four bandits lose their legs before they realize that they are being attacked, but the man is already gone, swinging his greatsword all around in a flash, killing all bandits in range. Only the leader remains, who runs but two steps before losing half of his body from a portal.
Chosen of the Elder God Once upon a time, a young squire was on his first mission with a bunch of recruits. The task was really simple. All they had to do is investigate an abandoned warlock tower. Nothing remained except some old books and tools. The apprentice soldier inspected the tower for clues and fell on an eldritch artifact. He was so fascinated by the treasure that he decided to keep it for himself. One day the artifact started glowing darkly and talked to the squire saying that he could learn new tricks that nobody else would ever be able to master. After year of training, the young man become strong and could do anything that is physically impossible for a normal man. But everything has a price and that price was his humanity. His twisted ambition turned him into a deformed tentacular person with nothing but a soulless carcass as a body.
You can make a Voidblade quickly by following these suggestions. First, Strength or Dexterity depending your archetype, second Wisdom should be your highest Ability score after the first, followed by Constitution or Intelligence (never both) if you take marked by the great old one archetype. Also, choose the Soldier background or folk hero.
The warpblade is an adaptable damage dealer with both ranged and melee attacks and some versatility. You should make Dexterity and your Wisdom your main attribute The Marked by the great old one is more a tank with some control and damage potential. This archetype does not want more that 12 Constitution. Wisdom and Intelligence is your main attributes but Strength can be good for this one too. The unreal being is a pure single damage dealer Anti-tank. You don't really need more than Strength or Dexterity and Constitution.
As a Voidblade you gain the following class features.
- Hit Points
Armor: ligth armor and medium armor
Weapons: Simple Weapons, Melee Martial Weapons.
Saving Throws: : Strength, Wisdom
Skills: Choose two from Acrobatics,Arcana Athletics, Insight, Investigation, Perception, and
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a Breastplate or (b) a Leather armor
- (a) a martial weapon or (b) two simple weapons
- (a) a explorer's pack or (b) an dungeoneer's pack
- one trinket representing an elder being, the great old one or an elder god
|1st||+2||Fighting Style, Erased from your realm|
|4th||+2||Ability Score Improvement|
|5th||+3||Extra Attack, Eyes of the old one|
|8th||+3||Ability Score Improvement|
|9th||+4||The war for your sentience, Eldritch's doomed anticipation|
|11th||+4||What you see is simply in your mind|
|12th||+4||Ability Score Improvement|
|13th||+5||Hunter of realities|
|16th||+5||Ability Score Improvement|
|19th||+6||Ability Score Improvement|
|20th||+6||Know the truth|
- Through your training with weapons, you adopt a style of fighting as your specialty. Choose one of the following options.
- 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. The weapon must have the two-handed or versatile property for you to gain this benefit.
- 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.
- When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Erased from your realm
The thing that is inside you, it starts eating your physical body and will soon turn you into something else. A strong-minded person may have a better control of it. Your Armor Class is now equals your armor + your wisdom modifier instead of Dexterity modifier but you still apply the same max modifier when you use medium and heavy armors. (this feature is optional, you may keep dexterity as your ac modifier instead)
Beginning at 2nd level, you can teleport as a bonus action 15 feet from your actual position.
At 3rd level, you choose how this thing corrupts you. Choose Warpblade, marked by the great old one, or Unreal being all detailed at the end of the class description. The pathway you choose grant you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Ability Score Increase
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.
Eyes of the old one
At 5th level, you gain the power that allow you to see better in every condition. You gain darkvision for 60 feet, and if you already have darkvision, the range is increased by an additional 30 feet. You also have advantage on saving throws against being blinded. This feature only work when you can see stars. (the sun does not count)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. This increases to three times at 9th level, and four times at 13th level.
At 6th level, your link with the madness of cosmos permanently alter you (both mentally and physically) and you have found some lore that you would rather forget it or test it. You gain proficiency in one languages of your choice and deep speech.
The war for your sentience
Upon reaching 9th level your reaction speed in combat becomes unmatched. You can add your wisdom modifier to your initiative.
Eldritch's doomed anticipation
Upon reaching 9th level you can instill paranoia in the mind of your enemies. Each time a creature misses you with a melee attack, the target must succeed a wisdom saving throw or take 1d4 psychic damage. The DC is 8 + your wisdom modifier + your proficiency bonus
What you see is simply an interpretation
Upon reaching 11th level when you're hit by an attack, you can turn yourself invisible for the creature who just hit you. you become visible again once you attack a creature or for one minute which one come first. You can't use this feature more than twice until you finish a short rest
Hunter of realities
Upon reaching 13th level you crave for anything that could represent a proof that you really existing as a person. You can choose two skills between history, religion, nature, or investigation and become proficient with them. Also, you gain proficiency with intelligence saving throw.
At level 17, you have advantage on all perception check and you can detect and see invisible creatures for 60 feet.
Know the truth
Upon reaching 20th you discover the truth about something that you should forget. A secret that is too heavy to keep; a secret that is taking away your sanity. Everything can be changed and you know it. After a long rest, you can remove up to 3 point in your wisdom score and put them in other abilities and those abilities can exceed 20. As example, you have 18 wisdom and you remove 3 point of wisdom and you now have 15 wisdom. But, you decided to put 3 point in your 18 strength and your strength score become 21. The effect will stay until you finish a long rest or for 12 hours depending on which one occurs first. If you decide to not decrease your wisdom score, you may temporary add +1 to your wisdom score and your intelligence score until you finish a long rest or for 12 hours depending on which one occurs first
The Warpblade archetype specializes in mobility gained from passing into the mysterious cosmic chaos. Those who model themselves on this archetype combine unimaginable agility and unpredictable attacks.
At 7th level, you may use your first melee attack as a ranged weapon, your attack range become 30 feets. Also, if you reduce a creature at 0 hp, you teleport 10 feet in any direction
From 10th level, you can use your action to jump 40 feet, in a portal, from your position and make a meteor fall on a 20 foot area burst. All creatures in the area must make an individual constitution saving throw, on a failed save, the target take 6d4 blunt damage and those damages are not affected by damage resistance. also, the targets are knocked prone. On a successful save, the target take only 3d4 and is not knocked prone. The Dc is 8 + your Strength or your Dexterity modifier + your Wisdom modifier. You can do this an amount of times equal to your Wisdom modifier, you regain uses after a long rest.
Gate Of A Hundred Swords
Starting at 14th level, you can manipulate the space around you and attack all creatures in a radius of 60 feet around you at the same time (with one hit each or 2 times if you have two weapons). it works as a basic attack. You may use this attack only once after you finish a long rest. At 17th level you can use this ability two times. At 20th level you can use this ability three times.
Beginning at 18th level, you receive a gift from the stars. The ones who are watching you from the cosmos think that you are ready to move and touch like them. Each time you hit a creature with a melee attack, you may teleport 30 feet in any direction from your position, also you deal an extra 1d8 radiant damages.
Marked by the great old one
The Marked by the great old one archetype specializes in forbidden arts to be able to lead anyone into madness. those warriors tend to be more strategic and calculated than a typical voidblade. Their body is also changed by this path into an unsettling horror that people try to run away.
At 3th level, you become extremely psychologically unstable and must give your potential madness to your future victims. when you hit a creature with a melee attack, the creature must succeed a wisdom saving throw or take 1d10 extra psychic damages and become Stunned by an uncontrollable spasm of delirium until the end of the target next turn. You can’t use this feature more than your Intelligence modifier (minimum 1) until you finish a long rest. Also, the bonus increase to 2d10 at level 11 and 3d10 at level 17. The DC is 8 + your Wisdom modifier + your proficiency bonus
in harmony with this great old ones
At 7th level, your body start growing 4 tentacles over your body into the most disturbing way. You gain proficiency with Intimidation skill, if you already have it, it become an expertise. Also, you can make your tentacles wield a one-handed melee weapon that can be used as a bonus action. The Attack and damage modifier for a weapon used this way is your Wisdom modifier or your Intelligence modifier. Also, the tentacles can be used to carry an item that is less than 10 lbs. You can also use your tentacles to wield a shield it you have the shield proficiency
From 10th level, if you have less than 14 Constitution, your maximum hit point is increased by your Wisdom modifier and your Intelligence modifier and you gain 2 extra hit points per level. If you have more than 14 Constitution, when a creature hits you with a melee attack, it takes 1d6 necrotic damage and you heal yourself for 1d6 hit point.
Call of cthulhu
Beginning at 15th level, when an hostile creature miss you with a melee attack, you can use your reaction to force that creature to repeat the same attack against a creature other than itself of your choice as psychic damage.
Starting at 18th level, you enter in a rare form of insanity that make you more “sane”. In fact, you’re so crazy that you can see the cosmic horrors playing a disturbing music that keep a god asleep. You can use insanity strike for 3 more attacks without need a short rest and you become immune again psychic damage. Also, if you reduce a creature to 0 hp with an attack that you added insanity strike, you gain temporary hp equal your intelligence modifier and your wisdom modifier.
The Unreal being cut himself from the reality and nothing can bring him back. Destruction is the only way to espace the madness.
everything is nothing
Starting at 3rd level, your attacks have +1 to hit and +1 damage against every creature that uses armor. At level 17 the bonus for both attack and damage is +3 instead if the target wear heavy armor.
Starting at 3rd level, you lose 'erased from your realm feature and you deal +1 extra damage modifier with all melee attacks. Also, creature deal +2 damage again you. Finally, your damage modifier is decreased by 5 if you use a shield.
Starting at 7th level, moving through nonmagical difficult terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. Also, other creature that see you, see a pair of insect wings
In addition, you have advantage on saving throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.
From 10th level, damage resistances or damage vulnerabilities do not affect your attacks. Also, one attack per turn deal an extra 1d4 force damage.
Mark from Yuggoth
Beginning at 12th level, if you hit a creature with a 1 handed weapon and use no other weapon or shield, you put 2 marks on the target creature and the creature's ac is decreased by 1 for each 2 marks on it. you can only put a maximum of 6 mark or 10 marks at level 18. Also if you use a two handed weapon or an weapon and a shield, you put 1 mark instead, and 2 mark if you use two weapon and both of them land an hit.
The void mark remain until the target death or for 1 minute since the last mark.
From 15th level, at the beginning of his turn, the creature must make a wisdom saving throw. On a failed save, it takes 2d4 + his own wisdom modifier psychic damage. On a successful save, it takes only 1d4 + his own wisdom modifier psychic damage.
All is dust
At 18th level, finding even the smallest things to make as your weapons, you collect the dust in the air to form little needles that pierce most objects around you. At in a 10 ft radius of you, you send out needles dealing 3d8+STR+proficiency any creatures inside the radius has to make a Dex saving throw ( DC 8 + STR + proficiency ) on pass the creature takes half the damage, on fail take full damage and lose half their movement speed for 2 rounds. At 20th level the range increased by 10 ft and damage goes up by 2d8.
Prerequisites. To qualify for multiclassing into the voidblade class, you must meet these prerequisites: Strength or Dexterity, and Wisdom of 13 or higher.
Proficiencies. When you multiclass into the voidblade class, you gain the following proficiencies: light armor, simple weapons and melee martial weapon